Пример #1
0
 public Personality(MindType mind, EnergyType energy, NatureType nature, TacticType tactics, IdentityType identity)
 {
     Mind     = mind;
     Energy   = energy;
     Nature   = nature;
     Tactics  = tactics;
     Identity = identity;
 }
Пример #2
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    public NatureData RandomNature(int maxLevel)
    {
        NatureData natureData = new NatureData();
        NatureType natureType = (NatureType)UnityEngine.Random.Range(1, Enum.GetValues(typeof(NatureType)).Length);

        natureData.natureType = natureType;
        natureData.level      = UnityEngine.Random.Range(1, maxLevel);

        return(natureData);
    }
Пример #3
0
        private static int GetBitwiseFlag(MindType mind, EnergyType energy, NatureType nature, TacticType tactics, IdentityType identity)
        {
            // 0x00000000
            int bits = 0b00000;

            bits |= (int)mind
                    | (int)nature
                    | (int)energy
                    | (int)tactics
                    | (int)identity;

            return(bits);
        }
Пример #4
0
 /// <summary>
 /// Get face image path
 /// </summary>
 /// <param name="face_number"></param>
 /// <returns></returns>
 public static string GetFacePath(NatureType face_nature, int face_index)
 {
     switch (face_nature)
     {
         case NatureType.Negative:
             return NEGATIVE_EIGENFACE_PATH + NegativeEigenfaceFilenames[face_index];
         case NatureType.Positive:
             return POSITIVE_EIGENFACE_PATH + PositiveEigenfaceFilenames[face_index];
         case NatureType.Neutral:
             return NEUTRAL_EIGENFACE_PATH + NeutralEigenfaceFilenames[face_index];
         case NatureType.Train:
             return TRAIN_EIGENFACE_PATH + TrainEigenfaceFilenames[face_index];
         default:
             return null;
     }
 }
Пример #5
0
 // 给定场景图片名称返回图片相对路径
 public static string GetScenePath(NatureType scene_nature)
 {
     switch (scene_nature)
     {
         case NatureType.Negative:
             return NEGATIVE_SCENE_PATH;
         case NatureType.Positive:
             return POSITIVE_SCENE_PATH;
         case NatureType.Neutral:
             return NEUTRAL_SCENE_PATH;
         case NatureType.Middle:
             return Middle_SCENE_PATH;
         case NatureType.Dot:
             return Dot_SCENE_PATH;
         case NatureType.Undefined:
             return UNDEFINED_SCENE_PATH;
         case NatureType.Train:
             return TRAIN_SCENE_PATH;
         default:
             return null;
     }
 }
Пример #6
0
 /// <summary>
 /// Get scene image path
 /// </summary>
 /// <param name="scene_index"></param>
 /// <param name="scene_nature"></param>
 /// <returns></returns>
 public static string GetScenePath(NatureType scene_nature, int scene_index)
 {
     switch (scene_nature)
     {
         case NatureType.Negative:
             return NEGATIVE_SCENE_PATH + NegativeSceneFilenames[scene_index];
         case NatureType.Positive:
             return POSITIVE_SCENE_PATH + PositiveSceneFilenames[scene_index];
         case NatureType.Neutral:
             return NEUTRAL_SCENE_PATH + NeutralSceneFilenames[scene_index];
         case NatureType.Middle:
             return Middle_SCENE_PATH + "Middle.jpg";
         case NatureType.Dot:
             return Dot_SCENE_PATH + "Dot.png";
         case NatureType.Undefined:
             return UNDEFINED_SCENE_PATH + UndefinedSceneFilenames[scene_index];
         case NatureType.Train:
             return TRAIN_SCENE_PATH + TrainSceneFilenames[scene_index];
         default:
             return null;
     }
 }
Пример #7
0
	private void GetInformation (Hashtable info)
	{
		WareType = new WareType (info ["idTipoMercancia"] as Hashtable);
		PackageType = new PackageType (info ["idTipoEmpaque"] as Hashtable);
		NatureType = new NatureType (info ["idNaturaleza"] as Hashtable);
	}
Пример #8
0
        /// <summary>
        /// Calculates the current stat of a pokemon taking IVs EVs and Nature into account.
        /// Returns -1 if it fails
        /// </summary>
        /// <param name="IV">IV of the stat</param>
        /// <param name="baseStatm">Base value of the stat</param>
        /// <param name="EV">EV of the stat</param>
        /// <param name="level">Level of the pokemon</param>
        /// <param name="nature">Nature of the pokemon</param>
        /// <param name="stat">Type of stat you are calculating, as a string</param>
        /// <returns>Returns the current value of the stat as an integer</returns>
        private int calcStat(int IV, int baseStat, int EV, int level, NatureType nature, String stat)
        {
            //Don't look at this code for too long, it might make you go blind.
            //Just trust me that it works.
            int ret = -1;

            double temp;
            double dIV    = Convert.ToDouble(IV);
            double dBase  = Convert.ToDouble(baseStat);
            double dEV    = Convert.ToDouble(EV);
            double dLevel = Convert.ToDouble(level);

            if (stat == "HP")
            {
                ret = Convert.ToInt32(Math.Floor((((dIV + (2 * dBase) + (dEV / 4) + 100) * dLevel) / 100) + 10));
            }
            else if (stat == "Attack")
            {
                temp = (((dIV + (2 * dBase) + (dEV / 4)) * dLevel) / 100) + 5;
                if (nature == NatureType.Lonely || nature == NatureType.Adamant || nature == NatureType.Naughty || nature == NatureType.Brave)
                {
                    temp = temp * 1.1;
                }
                else if (nature == NatureType.Bold || nature == NatureType.Modest || nature == NatureType.Calm || nature == NatureType.Timid)
                {
                    temp = temp * 0.9;
                }
                ret = Convert.ToInt32(Math.Floor(temp));
            }
            else if (stat == "Defense")
            {
                temp = (((dIV + (2 * dBase) + (dEV / 4)) * dLevel) / 100) + 5;
                if (nature == NatureType.Bold || nature == NatureType.Impish || nature == NatureType.Lax || nature == NatureType.Relaxed)
                {
                    temp = temp * 1.1;
                }
                else if (nature == NatureType.Lonely || nature == NatureType.Mild || nature == NatureType.Gentle || nature == NatureType.Hasty)
                {
                    temp = temp * 0.9;
                }
                ret = Convert.ToInt32(Math.Floor(temp));
            }
            else if (stat == "SPAtk")
            {
                temp = (((dIV + (2 * dBase) + (dEV / 4)) * dLevel) / 100) + 5;
                if (nature == NatureType.Modest || nature == NatureType.Mild || nature == NatureType.Rash || nature == NatureType.Quiet)
                {
                    temp = temp * 1.1;
                }
                else if (nature == NatureType.Adamant || nature == NatureType.Impish || nature == NatureType.Careful || nature == NatureType.Jolly)
                {
                    temp = temp * 0.9;
                }
                ret = Convert.ToInt32(Math.Floor(temp));
            }
            else if (stat == "SPDef")
            {
                temp = (((dIV + (2 * dBase) + (dEV / 4)) * dLevel) / 100) + 5;
                if (nature == NatureType.Calm || nature == NatureType.Gentle || nature == NatureType.Careful || nature == NatureType.Sassy)
                {
                    temp = temp * 1.1;
                }
                else if (nature == NatureType.Naughty || nature == NatureType.Lax || nature == NatureType.Rash || nature == NatureType.Naive)
                {
                    temp = temp * 0.9;
                }
                ret = Convert.ToInt32(Math.Floor(temp));
            }
            else if (stat == "Speed")
            {
                temp = (((dIV + (2 * dBase) + (dEV / 4)) * dLevel) / 100) + 5;
                if (nature == NatureType.Timid || nature == NatureType.Hasty || nature == NatureType.Jolly || nature == NatureType.Naive)
                {
                    temp = temp * 1.1;
                }
                else if (nature == NatureType.Brave || nature == NatureType.Relaxed || nature == NatureType.Quiet || nature == NatureType.Sassy)
                {
                    temp = temp * 0.9;
                }
                ret = Convert.ToInt32(Math.Floor(temp));
            }

            return(ret);
        }