/// <summary> /// Adds a random Todo-item /// </summary> private async Task AddRandomTodo() { // Add todo with random name await AddTodo(RandomNameGenerator.GetRandomName()); // Enter rename mode SelectedTodo.RenameActive = true; }
static void Main(string[] args) { RandomNameGenerator rng = new RandomNameGenerator(); ICoffeeFactory factory = new CoffeeFactory(); for (int i = 0; i < 1000; i++) { ICoffee c1 = factory.CreateCoffee(nameof(Cappuccino)); c1.Serve(rng.GetRandomName()); ICoffee c2 = factory.CreateCoffee(nameof(Espresso)); c2.Serve(rng.GetRandomName()); ICoffee c3 = factory.CreateCoffee(nameof(LatteDoppio)); c3.Serve(rng.GetRandomName()); ICoffee c4 = factory.CreateCoffee(nameof(LatteGrande)); c4.Serve(rng.GetRandomName()); ICoffee c5 = factory.CreateCoffee(nameof(LatteTriplo)); c5.Serve(rng.GetRandomName()); } }
static void Main(string[] args) { RandomNameGenerator rng = new RandomNameGenerator(); for (int i = 0; i < 1000; i++) { ICoffee c1 = new Cappuccino(rng.GetRandomName()); c1.Serve(); ICoffee c2 = new Espresso(rng.GetRandomName()); c2.Serve(); ICoffee c3 = new LatteDoppio(rng.GetRandomName()); c3.Serve(); ICoffee c4 = new LatteGrande(rng.GetRandomName()); c4.Serve(); ICoffee c5 = new LatteTriplo(rng.GetRandomName()); c5.Serve(); } //Console.WriteLine(); //Console.WriteLine( $"{Coffee.CoffeesCreated} objects created"); }
public GameObject CreateCharacter3(int startingRank = 1) { GameObject character = Instantiate(bear); CharacterStats c = character.GetComponent <CharacterStats>(); c.SetName(RandomNameGenerator.GetRandomName()); for (int i = 1; i < startingRank; i++) { character.GetComponent <CharacterStats>().RankUp(); } return(character); }
public GameObject CreateRandomUnit() { //Get list of all possible units to randomly choose from List <GameObject> allUnits = new List <GameObject> { wolf, rabbit, bear }; int rng = Random.Range(0, allUnits.Count); GameObject character = Instantiate(allUnits[rng], new Vector3(-1, -1, 0), new Quaternion()); CharacterStats c = character.GetComponent <CharacterStats>(); c.SetName(RandomNameGenerator.GetRandomName()); return(character); }
void CreateNewCampaign() { string name1 = RandomNameGenerator.GetRandomName(); string name2 = RandomNameGenerator.GetRandomName(); string name3 = RandomNameGenerator.GetRandomName(); string name4 = RandomNameGenerator.GetRandomName(); Debug.Log("Player 1 is " + name1); Debug.Log("Player 2 is " + name2); Debug.Log("Player 3 is " + name3); Debug.Log("Player 4 is " + name4); // todo: skill point resets? SkillStorage.SetName(1, name1); SkillStorage.SetName(2, name2); SkillStorage.SetName(3, name3); SkillStorage.SetName(4, name4); GameManager.Instance.ResetDeath(); GameManager.Instance.ShowUpgradeScreen(); }
public void ButtonCallFromInspector() { playerName = RandomNameGenerator.GetRandomName(); }
//[Tooltip("n means something")] //public int n; // Use this for initialization void Start() { health = 50; playerName = RandomNameGenerator.GetRandomName(); }
public void InitializeTaggingManager() { m_UIManager = FindObjectOfType <UIManager>(); RandomNameGenerator randomNameGenerator = new RandomNameGenerator(); m_playersIdentifiers = FindObjectsOfType <TaggingIdentifier>().ToList(); PlayerInfoUI[] playerInfoUI = FindObjectsOfType <PlayerInfoUI>(); // Inject all PlayerInfoUI to Players if (playerInfoUI.Length == m_playersIdentifiers.Count) { for (int i = 0; i < m_playersIdentifiers.Count; i++) { m_playersIdentifiers[i].PlayerInfo = playerInfoUI[i]; if (m_playersIdentifiers[i].IsUserPlayer) { string playerName = PlayerPrefs.GetString("PLAYER_INPUT_NAME"); if (playerName != "") { m_playersIdentifiers[i].PlayerName = playerName; } else { m_playersIdentifiers[i].PlayerName = randomNameGenerator.GetRandomName(); } } else { m_playersIdentifiers[i].PlayerName = randomNameGenerator.GetRandomName(); } } } else { Debug.LogWarning($"There are more or less PlayerInfo scripts than Players in the scene!! You have {m_playersIdentifiers.Count} players and {playerInfoUI.Length} info scripts!"); foreach (PlayerInfoUI infoUI in playerInfoUI) { infoUI.gameObject.SetActive(false); } } // Inject all ids into tagging identifiers for (int i = 0; i < m_playersIdentifiers.Count; i++) { m_playersIdentifiers[i].PlayerIdentifier = i; m_playersIdentifiers[i].taggingManager = this; // Subscribing every player's UpdateWhoIsTag function into the manager OnPlayerWasTagged += m_playersIdentifiers[i].UpdateWhoIsTag; } // Initializing All AI List <AIController> allAIPlayers = FindObjectsOfType <AIController>().ToList(); int currentIndex = 0; int amountOfTryHardAI = Random.Range(1, 3); int amountOfCollectorAI = Random.Range(1, 3); // Having 1 or 2 Try Hard AI for (int i = 0; i < amountOfTryHardAI; i++) { allAIPlayers[currentIndex].MakeTryHardAI(); currentIndex++; } // Having 1 or 2 Power Up Collector AI for (int i = 0; i < amountOfCollectorAI; i++) { allAIPlayers[currentIndex].MakePowerUpCollectorAI(); currentIndex++; } // the remaining AI is baseline! for (; currentIndex < allAIPlayers.Count; currentIndex++) { allAIPlayers[currentIndex].MakeAIBaseline(); } }