static void CreateCharacter()
        {
            CharacterCreator character = new CharacterCreator();

            String[] attribute = { "Strength", "Intelligence", "Agility", "Consitution", "Charisma" };
            int      attributeNumber;
            bool     valid   = false;
            bool     working = false;

            Clear();
            Console.WriteLine("Please enter your character name: ");
            character.characterName = Console.ReadLine();
            Clear();
            Console.WriteLine("Please select a profession.\nChoices:\n1) Fighter\n2) Hunter\n3) Priest\n4) Rogue\n5) Wizard");
            character.characterProfession = ProfessionHelper();
            Clear();
            Console.WriteLine("Please select a race.\nChoices:\n1) Dwarf\n2) Elf\n3) Gnome\n4) Half Elf\n5) Human");
            character.characterRace = RaceHelper();
            Clear();
            Console.WriteLine("Would you like to enter a biography? Y/N");
            character.characterBiography = BiographyHelper();
            for (int i = 0; i < 5; i++)
            {
                Clear();
                Console.WriteLine($"Please enter your {attribute[i]} stat");
                attributeNumber = AttributeHelper();
                character.characterAttributeValue[i] = attributeNumber;;
            }
            _character = character;
        }
예제 #2
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 public void SetUp(CharacterCreator creator, int index, Skill skil)
 {
     skillIndex     = index;
     charCreator    = creator;
     titleText.text = ((SkillName)index).ToString();
     valueText.text = skil.AdjustedBaseValue.ToString();
 }
예제 #3
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 public void SetUp(CharacterCreator creator, int index, Vital vit)
 {
     vitalIndex     = index;
     charCreator    = creator;
     titleText.text = ((VitalName)index).ToString();
     valueText.text = vit.AdjustedBaseValue.ToString();
 }
예제 #4
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        public void StartNewGame()
        {
            var creator = new CharacterCreator(this, Renderer);

            creator.Start();
            creator.OnFinish += OnPlayerCreated;
        }
예제 #5
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    public List <Character> createTeam(List <Job> jobs, int team, bool ai)
    {
        List <Character> bla = new List <Character>();
        CharacterCreator cc  = CharacterCreator.Instance;

        for (int i = 0; i < jobs.Count; i++)
        {
            Character c = null;
            if (jobs[i].name.Contains("sniper"))
            {
                c = cc.createSniper(team, ai);
            }
            else if (jobs[i].name.Contains("bazerker"))
            {
                c = cc.createBazerker(team, ai);
            }
            else if (jobs[i].name.Contains("medic"))
            {
                c = cc.createMedic(team, ai);
            }
            bla.Add(c);
        }

        return(bla);
    }
        /// <summary>
        /// Returns the sum of the character's ability score and racial ability modifier
        /// </summary>
        /// <param name="characterAbilityType">The character ability type</param>
        /// <returns>The base ability score for the specified character ability</returns>
        private int CalculateBaseAbility(Type characterAbilityType)
        {
            int abilityScore          = ParseAbilityScore(characterAbilityType);
            int racialAbilityModifier = ParseRacialAbilityModifier(characterAbilityType);

            return(CharacterCreator.CalculateBaseAbility(abilityScore, racialAbilityModifier));
        }
예제 #7
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        public void currenthpChange()
        {
            CharacterCreator cc     = CharacterCreator.instance;
            Character        actual = cc.create(cc.getJob("Test"), 5, new TestRoller());

            Assert.AreEqual(5, actual.currentHp);
        }
예제 #8
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        public void CharacterfromType()
        {
            CharacterCreator cc     = CharacterCreator.instance;
            Character        actual = cc.create(cc.getJob("Test"), new TestRoller());

            Assert.AreEqual(10, actual.currentHp);
        }
예제 #9
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    private void OnGUI()
    {
        var myStyle = new GUIStyle(GUI.skin.label);

        myStyle.alignment = TextAnchor.MiddleCenter;
        myStyle.fontStyle = FontStyle.Bold;
        myStyle.fontSize  = 14;
        CharacterCreator.SpaceOnLine(2);

        EditorGUILayout.LabelField("Right Arm Selector", myStyle);

        CharacterCreator.SpaceOnLine(2);
        minSize   = new Vector2(400, 400);
        maxSize   = new Vector2(400, 400);
        _rightArm = (GameObject)EditorGUILayout.ObjectField("Right arm :", _rightArm, typeof(GameObject), true);

        if (_rightArm == null)
        {
            _rightArm = partSearcher.searcher("Arm");
            force     = 0;
            shield    = 0;
            life      = 0;
        }
        else
        {
            _rightArmPreview = AssetPreview.GetAssetPreview(_rightArm);
            if (_rightArmPreview != null)
            {
                GUI.DrawTexture(GUILayoutUtility.GetRect(50, 50, 50, 50), _rightArmPreview, ScaleMode.ScaleToFit);
            }
            life = EditorGUILayout.IntField("Life: ", life);
            if (life < 0)
            {
                EditorGUILayout.HelpBox("Can not be less than 0", MessageType.Error);
                life = 0;
            }
            shield = EditorGUILayout.IntField("Shield: ", shield);
            if (shield < 0)
            {
                EditorGUILayout.HelpBox("Can not be less than 0", MessageType.Error);
                shield = 0;
            }
            force = EditorGUILayout.IntField("Force: ", force);
            if (force < 0)
            {
                EditorGUILayout.HelpBox("Can not be less than 0", MessageType.Error);
                force = 0;
            }
            if (GUILayout.Button("Clear"))
            {
                _rightArm = null;
            }
            if (GUILayout.Button("Close"))
            {
                Close();
            }
        }

        Repaint();
    }
        /// <summary>
        /// Returns the selected character ability
        /// </summary>
        /// <returns>A character ability corresponding to the ability selection</returns>
        private AbilityBase GetCharacterAbility()
        {
            Dropdown.OptionData optionData = GetSelectedDropdownOption(_characterAbility);

            AbilityBase characterAbility = CharacterCreator.FindCharacterAbility(optionData.text);

            return(characterAbility);
        }
        /// <summary>
        /// Returns the selected character class
        /// </summary>
        /// <returns>A character class corresponding to the class selection</returns>
        private ClassBase GetCharacterClass()
        {
            Dropdown.OptionData optionData = GetSelectedDropdownOption(_characterClass);

            ClassBase characterClass = CharacterCreator.GetCharacterClass(optionData.text);

            return(characterClass);
        }
        /// <summary>
        /// Returns the selected character race
        /// </summary>
        /// <returns>A character race corresponding to the race selection</returns>
        private RaceBase GetCharacterRace()
        {
            Dropdown.OptionData optionData = GetSelectedDropdownOption(_characterRace);

            RaceBase characterRace = CharacterCreator.FindCharacterRace(optionData.text);

            return(characterRace);
        }
        /// <summary>
        /// Updates the racial ability modifiers for the selected ability
        /// </summary>
        /// <param name="characterAbilityType">The character ability type</param>
        private void UpdateRacialAbilityModifiers(Type characterAbilityType)
        {
            AbilityModifier racialAbilityModifier          = CharacterCreator.GetRacialAbilityModifier(characterAbilityType);
            Text            characterAbilityRacialModifier = GetAbilityRacialModifierGameObject(characterAbilityType);

            ClearRacialAbilityModifiers();
            UpdateRacialAbilityModifier(characterAbilityRacialModifier, racialAbilityModifier.Modifier);
        }
        /// <summary>
        /// Updates the ability score for the specified character ability type
        /// </summary>
        /// <param name="characterAbilityType">The character ability type</param>
        private void UpdateAbilityScore(Type characterAbilityType)
        {
            Text ability = GetAbilityGameObject(characterAbilityType);

            int abilityScore = CharacterCreator.RollForAbilityScore();

            ability.text = abilityScore.ToString();
        }
예제 #15
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        public void ShouldBuildHuman()
        {
            var creator = new CharacterCreator(new HumanBuilder());

            creator.CreateCharacter();
            var human = creator.GetCharacter();

            Assert.That(human.Head == "Human Head" && human.Body == "Human Body" && human.Leg == "Human Leg");
        }
예제 #16
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        public void ShouldBuildMonster()
        {
            var creator = new CharacterCreator(new MonsterBuilder());

            creator.CreateCharacter();
            var monster = creator.GetCharacter();

            Assert.That(monster.Head == "Monster Head" && monster.Body == "Monster Body" && monster.Leg == "Monster Leg");
        }
예제 #17
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 void Start()
 {
     if (Instance != null && Instance != this)
     {
         Destroy(gameObject);
     }
     Instance         = this;
     characterCreator = GameManager.Instance.gameObject.GetComponent <CharacterCreator>();
 }
        /// <summary>
        /// Recalculates and updates the ability's modifier for the specified character ability type
        /// </summary>
        /// <param name="characterAbilityType">The character ability type</param>
        private void UpdateAbilityModifier(Type characterAbilityType)
        {
            Text abilityModifier = GetAbilityModifierGameObject(characterAbilityType);

            int score          = ParseAbilityScore(characterAbilityType);
            int racialModifier = ParseRacialAbilityModifier(characterAbilityType);
            int modifier       = CharacterCreator.CalculateAbilityModifier(score, racialModifier);

            abilityModifier.text = modifier.ToString(true);
        }
예제 #19
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        public Character instantiateCharacter()
        {
            CharacterCreator charCreator;
            CharacterRyu     charRyu = new CharacterRyu();

            charCreator = new CharacterCreator();
            charCreator.construct(charRyu);

            return(charRyu.getCharacter());
        }
예제 #20
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    private void LateUpdate()
    {
        //input for friendly spawns
        if (Input.GetKeyDown(KeyCode.Alpha1) == true)
        {
            //check to see if player has enough points
            if (player.GetComponent <PlayerController>().specialAmmo >= 3)
            {
                //dec points
                player.GetComponent <PlayerController>().FriendlySpawned(3);

                characterCreator = new FriendlyCharacter();

                currentCharacterSpawn = characterCreator.CreateCharacter("walker");

                //spawn walker
                currentCharacterSpawn = Instantiate(currentCharacterSpawn, player.transform.position, player.transform.rotation);

                //add walker script
                currentCharacterSpawn.AddComponent <FriendlyWalker>();

                //make friendly
                currentCharacterSpawn.GetComponent <Character>().friendly = true;

                //set rotation to zero
                currentCharacterSpawn.transform.rotation = Quaternion.identity;
            }
        }

        if (Input.GetKeyDown(KeyCode.Alpha2) == true)
        {
            //check to see if player has enough points
            if (player.GetComponent <PlayerController>().specialAmmo >= 5)
            {
                //dec points
                player.GetComponent <PlayerController>().FriendlySpawned(5);

                characterCreator = new FriendlyCharacter();

                currentCharacterSpawn = characterCreator.CreateCharacter("runner");

                //spawn runner
                currentCharacterSpawn = Instantiate(currentCharacterSpawn, player.transform.position, player.transform.rotation);

                //add runner script
                currentCharacterSpawn.AddComponent <FriendlyRunner>();

                //make friendly
                currentCharacterSpawn.GetComponent <Character>().friendly = true;

                //set rotation to zero
                currentCharacterSpawn.transform.rotation = Quaternion.identity;
            }
        }
    }
예제 #21
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    public void SetUp(CharacterCreator creator, int index, Attribute att)
    {
        attributeIndex = index;
        //attribute = att;
        charCreator    = creator;
        titleText.text = ((AttributeName)index).ToString();
        valueText.text = att.AdjustedBaseValue.ToString();

        increaseButton.onClick.AddListener(() => creator.IncreaseAttritute_Button(index));
        decreaseButton.onClick.AddListener(() => creator.DeacreaseAttritute_Button(index));
    }
예제 #22
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 private void Awake()
 {
     if (instance)
     {
         Destroy(gameObject);
     }
     else
     {
         instance = this;
     }
 }
예제 #23
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 void Start()
 {
     if (Instance != null && Instance != this)
     {
         Destroy(gameObject);
     }
     Instance = this;
     inv      = new Inventory[2];
     inv[0]   = new Inventory();
     inv[1]   = new Inventory();
 }
 public void Verify_Add_Should_AddTheEntityToTheContext()
 {
     // Arrange
     Mock<IDbSet<CharacterCreator>> mockSetCharacterCreators;
     var mockContext = CharacterCreatorsMockingSetup.DoMockingSetupForContext(false, out mockSetCharacterCreators);
     var repository = new CharacterCreatorsRepository(mockContext.Object);
     var characterCreators = new CharacterCreator { Active = true, CustomKey = "SALVATORE-RAA", };
     // Act
     repository.Add(characterCreators);
     // Assert
     mockSetCharacterCreators.Verify(x => x.Add(characterCreators), Times.Once);
 }
예제 #25
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 void Start()
 {
     if (Instance != null && Instance != this)
     {
         Destroy(gameObject);
     }
     Instance = this;
     DontDestroyOnLoad(this);
     playerCharacters = new List <Character>();
     inventory        = new Inventory();
     characterCreator = GetComponent <CharacterCreator>();
 }
예제 #26
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        public void Awake()
        {
            if (!RoR2Application.isModded)
            {
                RoR2Application.isModded = true;
            }

            var info = new CharacterInformation("Whatever", "This is the description");

            var creator = new CharacterCreator();

            creator.Create <MyCustomCharacter>(info, PrefabCollection.CommandoBody, PrefabCollection.CommandoDisplay);
        }
        public void TestGetPrimeRequisiteXPBonus_WhereBonusIsPlusTen()
        {
            CharacterCreator cc1 = new CharacterCreator();

            var ret1 = AttributeBonuses.GetPrimeRequisiteXPBonus(16);

            Assert.AreEqual(10, ret1, "TEST1: The returned string is not as expected");


            var ret2 = AttributeBonuses.GetPrimeRequisiteXPBonus(18);

            Assert.AreEqual(10, ret2, "TEST2: The returned string is not as expected");
        }
        public void Verify_Add_Should_AddTheEntityToTheContext()
        {
            // Arrange
            Mock <IDbSet <CharacterCreator> > mockSetCharacterCreators;
            var mockContext       = CharacterCreatorsMockingSetup.DoMockingSetupForContext(false, out mockSetCharacterCreators);
            var repository        = new CharacterCreatorsRepository(mockContext.Object);
            var characterCreators = new CharacterCreator {
                Active = true, CustomKey = "SALVATORE-RAA",
            };

            // Act
            repository.Add(characterCreators);
            // Assert
            mockSetCharacterCreators.Verify(x => x.Add(characterCreators), Times.Once);
        }
예제 #29
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파일: World.cs 프로젝트: Alex8815/TopDeck
        private void Setup()
        {
            commandController = new CommandController(this);
            HelpText = "Enter a Command to perform an action: @'help' to produce menu @'goto' 'place' to go somewhere (shop, vault, arena, world) @'save' to save progress @'load' to load game state from last save and return to World @'delete' to delete save @'y' or 'n' to confirm or cancel any action @Different commands also exist within zones";
            GreetingText = "Welcome to Top Deck. Enter a command to get started!";
            Shop = new Shop(commandController);
            Vault = new Vault(commandController);
            Arena = new Arena(commandController);
            Game = new Game(commandController);

            CharacterCreator = new CharacterCreator(Shop.CardLibrary);
            CardLibrary = Shop.CardLibrary;

            Front.ChangeLocation(this);
        }
예제 #30
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    public void OnModelChanged(CurrencyModel model)
    {
        _model = model;
        ClearContainer();
        for (int i = 0; i < HeroCount; i++)
        {
            var character = CharacterCreator.CreateHero();
            var entry     = Instantiate(prefab);

            entry.transform.SetParent(container);
            entry.transform.localScale    = Vector3.one;
            entry.transform.localPosition = Vector3.one;
            entry.SetData(character, _model);
        }
    }
예제 #31
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 public void OnQuickCreateFinish(CharacterCreator editObject, IGUIChildEditor <CharacterCreator> childEditor)
 {
     if (editObject.Confirmed && !editObject.Cancelled)
     {
         //we're done here
         FinishedWriting            = true;
         LetterWriter.WritingLetter = false;
         OnCharacterCreated();
     }
     else
     {
         //otherwise continue with letter
         LetterWriter.QuickCreateMode = false;
         LetterWriter.QuickCreateButton.SendMessage("SetEnabled");
     }
 }
예제 #32
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    public GameObject searcher(string bodyPart)
    {
        EditorGUILayout.LabelField("Search asset");
        slider = GUILayout.HorizontalSlider(slider, 50, 130);
        scroll = EditorGUILayout.BeginScrollView(scroll, false, false, GUILayout.Width(400), GUILayout.Height(315));
        int i;

        _SercherList.Clear();
        string[] allPaths = AssetDatabase.FindAssets(bodyPart);
        for (i = allPaths.Length - 1; i >= 0; i--)
        {
            allPaths[i] = AssetDatabase.GUIDToAssetPath(allPaths[i]);
            _SercherList.Add(AssetDatabase.LoadAssetAtPath(allPaths[i], typeof(Object)));
        }

        for (int j = 0; j < _SercherList.Count; j++)
        {
            if (_SercherList[j].GetType() == typeof(GameObject))
            {
                GameObject gO = (GameObject)_SercherList[j];
                if (gO.tag == bodyPart)
                {
                    EditorGUILayout.BeginHorizontal();
                    _listPreview = AssetPreview.GetAssetPreview(_SercherList[j]);

                    var amountButtons = Mathf.FloorToInt(400 / slider);
                    var colPosition   = Mathf.FloorToInt(j / amountButtons);
                    var rowPosition   = j - colPosition * amountButtons;

                    if (GUI.Button(new Rect((rowPosition * slider), (colPosition * slider), slider, slider), _listPreview))
                    {
                        return(part = (GameObject)_SercherList[j]);
                    }
                }
                CharacterCreator.SpaceOnLine(4);
                EditorGUILayout.EndHorizontal();
            }
            else
            {
                _SercherList.Remove(_SercherList[j]);
                j--;
            }
        }

        EditorGUILayout.EndScrollView();
        return(null);
    }
예제 #33
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 void Start()
 {
     delta = 1;
     Application.targetFrameRate = 140;
     gameManage = (GameManager)GameObject.FindObjectOfType (typeof(GameManager));
     characterCreate = (CharacterCreator)GameObject.FindObjectOfType (typeof(CharacterCreator));
     StyleManager Styles = (StyleManager)GameObject.FindObjectOfType (typeof(StyleManager));
     if (PlayerPrefs.GetString ("StartScene") != "") {
         SceneStart = PlayerPrefs.GetString ("StartScene");
     }
     if (!skin && Styles)
         skin = Styles.GetSkin (0);
 }