protected Simulator( IRandom random, AvatarState avatarState, List <Guid> foods, SimulatorSheets simulatorSheets ) { Random = random; MaterialItemSheet = simulatorSheets.MaterialItemSheet; SkillSheet = simulatorSheets.SkillSheet; SkillBuffSheet = simulatorSheets.SkillBuffSheet; BuffSheet = simulatorSheets.BuffSheet; CharacterSheet = simulatorSheets.CharacterSheet; CharacterLevelSheet = simulatorSheets.CharacterLevelSheet; EquipmentItemSetEffectSheet = simulatorSheets.EquipmentItemSetEffectSheet; Log = new BattleLog(); Player = new Player(avatarState, this); Player.Use(foods); Player.Stats.EqualizeCurrentHPWithHP(); }
public RankingSimulatorSheets( MaterialItemSheet materialItemSheet, SkillSheet skillSheet, SkillBuffSheet skillBuffSheet, BuffSheet buffSheet, CharacterSheet characterSheet, CharacterLevelSheet characterLevelSheet, EquipmentItemSetEffectSheet equipmentItemSetEffectSheet, WeeklyArenaRewardSheet weeklyArenaRewardSheet ) : base( materialItemSheet, skillSheet, skillBuffSheet, buffSheet, characterSheet, characterLevelSheet, equipmentItemSetEffectSheet ) { WeeklyArenaRewardSheet = weeklyArenaRewardSheet; }
public override void OnInspectorGUI() { SkillSheet myTarget = (SkillSheet)target; showSkills = EditorGUILayout.Foldout(showSkills, "Expand", true); //Hides the controls behind a Foldout UI element to preserve space if (showSkills) { foreach (CascadiaSkill casSkill in myTarget.mySkills) { EditorGUILayout.LabelField(casSkill.skillName.ToUpper()); //EditorGUILayout.LabelField("Current Value"); casSkill.skillValue = EditorGUILayout.IntSlider(casSkill.skillValue, 0, 100); //sets the CascadiaSkill to the slider value //casSkill.skillValue = EditorGUILayout.IntField(casSkill.skillValue); //EditorGUILayout.LabelField("Lower Bound"); //casSkill.lowBound = EditorGUILayout.IntField(casSkill.lowBound); //EditorGUILayout.LabelField("Upper Bound"); //casSkill.highBound = EditorGUILayout.IntField(casSkill.highBound); EditorGUILayout.Space(); } } DrawDefaultInspector(); }
public static void AddItem(CostumeItemSheet costumeItemSheet, EquipmentItemSheet equipmentItemSheet, EquipmentItemOptionSheet optionSheet, SkillSheet skillSheet, MaterialItemSheet materialItemSheet, ConsumableItemSheet consumableItemSheet, IRandom random, Item item, AddedItemInfo addedItemInfo, AvatarState avatarState) { switch (item.ItemSubType) { case ItemSubType.FullCostume: case ItemSubType.HairCostume: case ItemSubType.EarCostume: case ItemSubType.EyeCostume: case ItemSubType.TailCostume: case ItemSubType.Title: if (costumeItemSheet.TryGetValue(item.ID, out var costumeRow)) { var costume = ItemFactory.CreateCostume(costumeRow, addedItemInfo.TradableId); avatarState.inventory.AddItem(costume); } break; case ItemSubType.Weapon: case ItemSubType.Armor: case ItemSubType.Belt: case ItemSubType.Necklace: case ItemSubType.Ring: if (equipmentItemSheet.TryGetValue(item.ID, out var equipmentRow)) { var equipment = (Equipment)ItemFactory.CreateItemUsable(equipmentRow, addedItemInfo.TradableId, 0, item.Level); if (item.OptionIds.Length > 0) { var optionRows = new List <EquipmentItemOptionSheet.Row>(); foreach (var optionId in item.OptionIds) { if (!optionSheet.TryGetValue(optionId, out var optionRow)) { continue; } optionRows.Add(optionRow); } AddOption(skillSheet, equipment, optionRows, random); } avatarState.inventory.AddItem(equipment); } break; case ItemSubType.Hourglass: case ItemSubType.ApStone: if (materialItemSheet.TryGetValue(item.ID, out var materialRow)) { var material = ItemFactory.CreateTradableMaterial(materialRow); avatarState.inventory.AddItem(material, item.Count); addedItemInfo.TradableId = material.TradableId; } break; case ItemSubType.Food: if (consumableItemSheet.TryGetValue(item.ID, out var consumableRow)) { var consumable = (Consumable)ItemFactory.CreateItemUsable(consumableRow, addedItemInfo.TradableId, 0, item.Level); avatarState.inventory.AddItem(consumable); } break; default: throw new ArgumentOutOfRangeException(); } }
public SkillsTest() { _skillSheet = new SkillSheet(); _skillSheet.Set(TableSheetsImporter.ImportSheets()[nameof(SkillSheet)]); _random = new TestRandom(); }
void Start() { data = datasource; sheet = data.FindSkillSheet(); plans = data.FindSkillPlans(this).ToArray(); }
void Start() { data = datasource; sheet = data.FindSkillSheet(); plans = data.FindSkillPlans(this).ToArray(); }
// Start is called before the first frame update void Start() { skillSheet = GetComponent <SkillSheet>(); }
public void Start() { thisSkillSheet = GetComponent <SkillSheet>(); FillSkills(); }