//update and export json here? // i dunno // nothing makes sense XD public void CreateRandomCitizen() { #if UNITY_EDITOR EditorUtility.SetDirty(data); #endif int randomItemAmount = Random.Range(0, 11); float randomBaseStatValue = Random.Range(0f, 10f); int randomSprite = Random.Range(0, data.CreatureSpritePrefabList.Count); int randomName = Random.Range(0, data.CreatureNamesList.Count); CreatureFactoryData citizen = new CreatureFactoryData(data.CitizensMasterList.Count, 100f, new List <Stat>(), new List <ItemFactoryData>(), data.CitizenBasePrefab, // change to whichever base depending on usage Vector3.zero, randomSprite ); citizen.Name = data.CreatureNamesList[randomName] + " " + data.CreatureNamesList[Random.Range(0, data.CreatureNamesList.Count)]; createRandomItems(citizen, randomItemAmount); createRandomValueStats(citizen, 5, randomBaseStatValue); data.CitizensMasterList.Add(citizen); }
void createRandomItems(CreatureFactoryData creature, int maxAmount) { float amt = 0; foreach (SourceDataItemSO item in data.ItemTemplates) { amt = Random.Range(0, maxAmount); creature.ItemsInBag.Add(new ItemFactoryData(item.name, (int)amt)); } }
void createRandomValueStats(CreatureFactoryData creature, float min, float baseValue) { float val; foreach (STAT_TYPE stat in data.CreatureDefaultStatList) { Stat statToAdd = new Stat(stat, baseValue); val = Random.Range(min, statToAdd.MaxValue); statToAdd.CurrentValue = (val); creature.Statlist.Add(statToAdd); } }
public bool ReadActorData(int id, out CreatureFactoryData actor) { foreach (CreatureFactoryData ad in houseHoldData.gamedata.CitizensMasterList) { if (ad.ActorID == id) { actor = ad; return(true); } } Debug.LogWarning("ID Does not Exist"); actor = null; return(false); }
public bool FindCitizenDataFromList(int creatureID, out CreatureFactoryData actor) { foreach (CreatureFactoryData ad in CitizensMasterList) { if (ad.ActorID == creatureID) { actor = ad; return(true); } } Debug.LogWarning("ID Does not Exist"); actor = null; return(false); }