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; }
public void SetUp(CharacterCreator creator, int index, Skill skil) { skillIndex = index; charCreator = creator; titleText.text = ((SkillName)index).ToString(); valueText.text = skil.AdjustedBaseValue.ToString(); }
public void SetUp(CharacterCreator creator, int index, Vital vit) { vitalIndex = index; charCreator = creator; titleText.text = ((VitalName)index).ToString(); valueText.text = vit.AdjustedBaseValue.ToString(); }
public void StartNewGame() { var creator = new CharacterCreator(this, Renderer); creator.Start(); creator.OnFinish += OnPlayerCreated; }
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)); }
public void currenthpChange() { CharacterCreator cc = CharacterCreator.instance; Character actual = cc.create(cc.getJob("Test"), 5, new TestRoller()); Assert.AreEqual(5, actual.currentHp); }
public void CharacterfromType() { CharacterCreator cc = CharacterCreator.instance; Character actual = cc.create(cc.getJob("Test"), new TestRoller()); Assert.AreEqual(10, actual.currentHp); }
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(); }
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"); }
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"); }
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); }
public Character instantiateCharacter() { CharacterCreator charCreator; CharacterRyu charRyu = new CharacterRyu(); charCreator = new CharacterCreator(); charCreator.construct(charRyu); return(charRyu.getCharacter()); }
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; } } }
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)); }
private void Awake() { if (instance) { Destroy(gameObject); } else { instance = this; } }
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); }
void Start() { if (Instance != null && Instance != this) { Destroy(gameObject); } Instance = this; DontDestroyOnLoad(this); playerCharacters = new List <Character>(); inventory = new Inventory(); characterCreator = GetComponent <CharacterCreator>(); }
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); }
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); }
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); } }
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"); } }
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); }
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); }