public void OnClassChanged(Class class_) { _dieType = CharacterSheetModel.GetHitDieTypeByClass(class_); dieAvailable.text = _dieType.ToString(); // Invalidate any previous rolls dieResult.text = InvalidDieResult; }
private void AddRolls(DieType dieType, uint count, List <DiceRolls> diceRolls) { var rollRequest = new Dictionary <string, uint> { { dieType.ToString(), count } }; var result = _manager.RollDice(rollRequest); diceRolls.Add(result); }
public override string ToString() { string toString = Name + ", "; toString += HealType.ToString() + ", "; toString += DieType.ToString() + ", "; toString += NumberOfDice.ToString() + ", "; toString += Modifier.ToString(); return(toString); }
internal void SetTypeByDie(DieType dieType) { switch (dieType.ToString()) { case "d8": this.comboBox1.SelectedIndex = 0; break; case "d10": this.comboBox1.SelectedIndex = 1; break; case "d12": this.comboBox1.SelectedIndex = 2; break; } }
public override string ToString() { return(DieType.ToString() + "," + Modifier); }
private int GetIndexForType(DieType type) { int count = 0; foreach (string name in Enum.GetNames(typeof(DieType))) { if (name == type.ToString()) return count; count += 1; } return -1; }
private void Start() { // Arbitrarily chose Barbarian to be the default _dieType = CharacterSheetModel.GetHitDieTypeByClass(Class.Barbarian); dieAvailable.text = _dieType.ToString(); }