コード例 #1
0
ファイル: Shield.cs プロジェクト: Strathcona/Ship-Designer
    public static Shield GetRandomShield()
    {
        Shield p = new Shield();

        p.sprite             = SpriteLoader.GetPartSprite("defaultShieldS");
        p.Tier               = 1;
        p.Size               = PartSize.S;
        p.shieldType         = ShieldType.Generator;
        p.DescriptionName    = "Shield Generator";
        p.ModelName          = StringLoader.GetAString("sensorNames");
        p.strength.Value     = UnityEngine.Random.Range(2, 20);
        p.rechargeTime.Value = UnityEngine.Random.Range(20, 100);
        return(p);
    }
コード例 #2
0
ファイル: Sensor.cs プロジェクト: Strathcona/Ship-Designer
    public static Sensor GetRandomSensor()
    {
        Sensor p = new Sensor();

        p.sprite           = SpriteLoader.GetPartSprite("defaultSensorS");
        p.Tier             = 1;
        p.Size             = PartSize.S;
        p.sensorType       = SensorType.LowEnergy;
        p.DescriptionName  = "Low Energy Sensor";
        p.ModelName        = StringLoader.GetAString("sensorNames");
        p.range.Value      = UnityEngine.Random.Range(2, 20);
        p.resolution.Value = UnityEngine.Random.Range(2, 20);
        return(p);
    }
コード例 #3
0
    public static Engine GetRandomEngine()
    {
        Engine p = new Engine();

        p.sprite              = SpriteLoader.GetPartSprite("defaultEngineS");
        p.Tier                = Random.Range(1, 6);
        p.agility.Value       = Random.Range(1, 20);
        p.Size                = PartSize.S;
        p.averageThrust.Value = Random.Range(1, 20);
        p.DescriptionName     = Constants.GetPartDescriptionName(p);
        p.ModelName           = StringLoader.GetAString("engineNames");
        Debug.Log(p.GetDescriptionString());
        Debug.Log(p.GetStatisticsString());
        return(p);
    }
コード例 #4
0
    public static FireControl GetRandomFireControl()
    {
        FireControl p = new FireControl();

        p.sprite          = SpriteLoader.GetPartSprite("defaultFireControlS");
        p.tier            = Random.Range(1, 6);
        p.tracking.Value  = Random.Range(1, 20);
        p.accuracy.Value  = Random.Range(1, 20);
        p.Size            = PartSize.S;
        p.range.Value     = Random.Range(1, 20);
        p.DescriptionName = "Fire Control System";
        p.ModelName       = StringLoader.GetAString("fireControlNames");
        Debug.Log(p.GetDescriptionString());
        Debug.Log(p.GetStatisticsString());
        return(p);
    }
コード例 #5
0
ファイル: Weapon.cs プロジェクト: Strathcona/Ship-Designer
    public static Weapon GetRandomLaser()
    {
        Weapon p = new Weapon();

        p.sprite           = SpriteLoader.GetPartSprite("defaultWeaponS");
        p.Tier             = (Random.Range(1, 6));
        p.weaponType.Value = 0;
        p.Size             = PartSize.S;
        p.caliber.Value    = Random.Range(2, 20);
        p.turrets.Value    = Random.Range(0, 5);
        p.reload.Value     = Random.Range(2, 20);
        p.ModelName        = StringLoader.GetAString("weaponNames");
        Debug.Log(p.GetDescriptionString());
        Debug.Log(p.GetStatisticsString());
        return(p);
    }
コード例 #6
0
    public void CreateNewPart()
    {
        Clear();
        ToggleVisible(true);

        switch (createNewDropdown.value)
        {
        case 0:
            //this is the first value, the "Create New Part" value
            break;

        //the rest are in the order as defined in the Enum
        //Weapon, FireControl, Sensor, Engine, Reactor, Shield
        case 1:
            activePart        = new Weapon();
            activePart.sprite = SpriteLoader.GetPartSprite("defaultWeaponS");
            break;

        case 2:
            activePart        = new FireControl();
            activePart.sprite = SpriteLoader.GetPartSprite("defaultFireControlS");
            break;

        case 3:
            activePart        = new Sensor();
            activePart.sprite = SpriteLoader.GetPartSprite("defaultSensorS");
            break;

        case 4:
            activePart        = new Engine();
            activePart.sprite = SpriteLoader.GetPartSprite("defaultEngineS");
            break;

        case 5:
            activePart        = new Reactor();
            activePart.sprite = SpriteLoader.GetPartSprite("defaultReactorS");
            break;

        case 6:
            activePart        = new Shield();
            activePart.sprite = SpriteLoader.GetPartSprite("defaultShieldS");
            break;
        }
        createNewDropdown.value = 0;
        UpdateTierDropdown();
        ActivePartChange();
    }