void AssignRace() { // Try to get the race from the current faction race = RaceTemplate.GetRaceFromFactionRace((FactionFile.FactionRaces)factionData.race); if (race == Races.None) { // Otherwise use race of current region race = GameManager.Instance.PlayerGPS.GetRaceOfCurrentRegion(); } nameBank = GameManager.Instance.PlayerGPS.GetNameBankOfCurrentRegion(); }
/// <summary> /// Return the race corresponding to a given faction ID. /// </summary> /// <param name="factionId"></param> /// <returns>The faction race if available, otherwise the race of the current region.</returns> public static Races GetRaceFromFaction(int factionId) { if (factionId != 0) { FactionFile.FactionData fd; GameManager.Instance.PlayerEntity.FactionData.GetFactionData(factionId, out fd); Races race = RaceTemplate.GetRaceFromFactionRace((FactionFile.FactionRaces)fd.race); if (race != Races.None) { return(race); } } return(GameManager.Instance.PlayerGPS.GetRaceOfCurrentRegion()); }
void AssignRace() { // Use faction race only for individuals if (isIndividualNPC) { race = RaceTemplate.GetRaceFromFactionRace((FactionFile.FactionRaces)factionData.race); if (race != Races.None) { return; } } // Otherwise use race of current region race = GameManager.Instance.PlayerGPS.GetRaceOfCurrentRegion(); nameBank = GameManager.Instance.PlayerGPS.GetNameBankOfCurrentRegion(); }