private void Awake()
    {
        Characters = new List <Character>();

        for (int i = 0; i < NumofCharacters; i++)
        {
            Character character = GenerateRandomCharacter.GenerateCharacter();

            AddCharacter(character);
        }
    }
示例#2
0
 private void Awake()
 {
     SpareCharacterPool = new List <Character>();
     if (GenerateRandomClanMembers)
     {
         for (int i = 0; i < 20; i++)
         {
             var character = GenerateRandomCharacter.GenerateCharacter();
             SpareCharacterPool.Add(character);
         }
     }
 }
 //Gerenate characters to be bought
 private void Awake()
 {
     _partyInventory     = FindObjectOfType <PartyInventory>();
     RandomCharacterPool = new List <Character>();
     if (RandomCharacter)
     {
         for (int i = 0; i < 4; i++)
         {
             var character = GenerateRandomCharacter.GenerateCharacter();
             RandomCharacterPool.Add(character);
             Prices.Add(Random.Range(15, 21));
         }
     }
 }
示例#4
0
        static void Main(string[] args)
        {
            Console.WriteLine("Any letter other than y exits.");
            bool loop = true;

            do
            {
                string r = Console.ReadLine();
                if (r == "y")
                {
                    string         skills         = string.Empty;
                    CharacterModel characterModel = new GenerateRandomCharacter().CharacterModel;
                    Console.WriteLine($"{characterModel.PlayerName}'s character: {characterModel.CharacterName}");
                    Console.WriteLine($"Strenght:     {characterModel.Strength} - {characterModel.StrenghtModifier}");
                    Console.WriteLine($"Dexterity:    {characterModel.Dexterity} - {characterModel.DexterityModifier}");
                    Console.WriteLine($"Constitution: {characterModel.Constitution} - {characterModel.ConstitutionModifier}");
                    Console.WriteLine($"Intellegence: {characterModel.Intellegence} - {characterModel.IntellegenceModifier}");
                    Console.WriteLine($"Wisdom:       {characterModel.Wisdom} - {characterModel.WisdomModifier}");
                    Console.WriteLine($"Charisma:     {characterModel.Charisma} - {characterModel.CharismaModifier}");
                    Console.WriteLine($"Experience:   {characterModel.ExperiencePoints}");
                    Console.WriteLine($"Proficiency:  {characterModel.ProficiencyBonus}");
                    Console.WriteLine($"Total Level:  {characterModel.TotalLevels}");

                    foreach (var str in characterModel.Skills)
                    {
                        if (skills == string.Empty)
                        {
                            skills = $"{str.SkillName}";
                        }
                        else
                        {
                            skills += $",{str.SkillName}";
                        }
                    }
                    Console.WriteLine($"Total Skills:  {skills}");

                    Console.WriteLine("\nGo again?");
                }
                else
                {
                    loop = false;
                }
            } while (loop);
        }
    // Buy Character, remove character from barracks add character to party if party is full
    // add character to clan
    public void BuyCharacter(int index)
    {
        if (_partyInventory.Gold - Prices[index] >= 0)
        {
            if (FindObjectOfType <PlayerManager>().Characters.Count < 4)
            {
                AddToParty(RandomCharacterPool[index]);
            }
            else
            {
                AddToClan(RandomCharacterPool[index]);
            }

            _partyInventory.Gold -= Prices[index];

            //generate new character to replace the old one
            RandomCharacterPool[index] = GenerateRandomCharacter.GenerateCharacter();
            Prices[index] = Random.Range(15, 21);
        }
    }