示例#1
0
        void Start()
        {
            var visitorInfos = SdbInstance <Sdb.VisitorInfo> .GetAll();

            var selectedInfo = Constants.RaceType.Asmodian_W;            //visitorInfos[Random.Range(0, visitorInfos.Count)];

            Logic.Visitor newVisitor = Logic.VisitorFactory.Instance.Create(selectedInfo);
            newVisitor.MoveToCounter(Logic.VisitorFactory.Instance.CounterPosition);
        }
示例#2
0
        private void CreateVisitor()
        {
            var visitorInfos = SdbInstance <Sdb.VisitorInfo> .GetAll();

            var     selectedInfo = visitorInfos[Random.Range(0, visitorInfos.Count)];
            Visitor newVisitor   = VisitorFactory.Instance.Create(selectedInfo.RaceType);

            newVisitor.MoveToCounter(VisitorFactory.Instance.CounterPosition);
            IsVisitorProcessed = false;

            currentVisitor = newVisitor;

            rooms.SetActive(true);
            doorAnimator.Play("OpenAndClose");
            SfxManager.Instance.Play(SfxType.Walk);

            UI.SelectMessage.Instance.Show(0);

            OnVisitorCreated?.Invoke(currentVisitor);
        }
示例#3
0
        private string GetRandomWeaponId()
        {
            // 50, 30, 20
            List <Sdb.WeaponInfo> weaponInfos = SdbInstance <Sdb.WeaponInfo> .GetAll();

            Dictionary <Constants.WeaponGrade, List <Sdb.WeaponInfo> > infoByGrade = new Dictionary <Constants.WeaponGrade, List <Sdb.WeaponInfo> >();

            for (int i = 0; i < weaponInfos.Count; ++i)
            {
                if (infoByGrade.ContainsKey(weaponInfos[i].Grade) == false)
                {
                    infoByGrade.Add(weaponInfos[i].Grade, new List <Sdb.WeaponInfo>());
                }

                infoByGrade[weaponInfos[i].Grade].Add(weaponInfos[i]);
            }

            infoByGrade[Constants.WeaponGrade.Low].Remove(SdbInstance <Sdb.WeaponInfo> .Get("Basic_Weapon"));
            float random = Random.value;

            Constants.WeaponGrade selectedGrade = Constants.WeaponGrade.Undefined;
            if (random > 0.8f)
            {
                selectedGrade = Constants.WeaponGrade.High;
            }
            else if (random > 0.5f)
            {
                selectedGrade = Constants.WeaponGrade.Normal;
            }
            else
            {
                selectedGrade = Constants.WeaponGrade.Low;
            }

            int gradeWeaponsCount = infoByGrade[selectedGrade].Count;

            return(infoByGrade[selectedGrade][Random.Range(0, gradeWeaponsCount)].Id);
        }