static void Main(string[] args) { //Create Object Vampire vampire = new Vampire(); vampire.HitPoint = 15; Human human = new Human(); human.HitPoint = 60; Undead undead = new Undead(); undead.HitPoint = 80; //create list List <Creature> creatures = new List <Creature>(); //add object into list creatures.Add(vampire); creatures.Add(human); creatures.Add(undead); //if hitpoint less then or equal to 15, able to used special ability UseSpecialAbilities(creatures, item => item.HitPoint <= 15); Console.ReadKey(); }
static void Main(string[] args) { Character character = new Human(0, "Jack", 100, 100); character.CastSpell(); character.SetSpell(new FireSpell(30, 100, 20)); character.CastSpell(); character.SetSpell(new IceSpell(30, 50, 20)); character.CastSpell(); character.SetSpell(new CurseSpell(40, 60, 20)); character.CastSpell(); character = new Orc(1, "Gary", 100, 100); character.CastSpell(); character.SetSpell(new FireSpell(30, 100, 20)); character.CastSpell(); character.SetSpell(new IceSpell(30, 50, 20)); character.CastSpell(); character.SetSpell(new CurseSpell(40, 60, 20)); character.CastSpell(); character = new Vampire(2, "Prince", 100, 100); character.CastSpell(); character.SetSpell(new FireSpell(30, 100, 20)); character.CastSpell(); character.SetSpell(new IceSpell(30, 50, 20)); character.CastSpell(); character.SetSpell(new CurseSpell(40, 60, 20)); character.CastSpell(); Console.ReadLine(); }
void Start() { Zombie z = new Zombie(); Vampire v = new Vampire(); z.hitPoints = 10; v.hitPoints = 10; Debug.Log(z.TakeDamage(5)); Debug.Log(v.TakeDamage(5)); //int number = (int)mState; //Debug.Log(number); Vector3 pos = new Vector3(); pos.x = Random.Range(-10f, 10f); pos.z = Random.Range(-10f, 10f); transform.position = pos; GameObject[] AllGameObjects = GameObject.FindObjectsOfType(typeof(GameObject)) as GameObject[]; foreach (GameObject aGameObject in AllGameObjects) { Component aComponent = aGameObject.GetComponent(typeof(Player)); if (aComponent != null) { playerObject = aGameObject; } } }
public void CanMakeTheCount() { Vampire dracula = new Vampire("Vlad"); Assert.Equal("Blood", dracula.Sustenance()); Assert.True(dracula.Base == "Human"); Assert.False(dracula.Exists); }
public ModelMaker createModelMaker(string selected) { //Model skeleton ModelMaker mm = null; //Determine which creature to make switch (selected) { case "Fairy": mm = new Fairy(); break; case "Frankenstein": mm = new Frankenstein(); break; case "Werewolf": mm = new Werewolf(); break; case "Vampire": mm = new Vampire(); break; case "Witch": mm = new Witch(); break; case "Skeleton": mm = new Skeleton(); break; } return mm; }
public void Mensura(string genus, Persona Ego) { Console.WriteLine("Type 'roll' to randomize proportions; input anything else to use your race's standard measures."); genus = genus.ToLower(); switch (genus) { case "human": Human.Mensura(Ego); break; case "orc": Orc.Mensura(Ego); break; case "vampire": Vampire.Mensura(Ego); break; case "dwarf": Dwarf.Mensura(Ego); break; case "elf": Elf.Mensura(Ego); break; case "werewolf": Werewolf.Mensura(Ego); break; default: break; } Ego.Caput[0] = Math.Round((Ego.Altitudo / 8) * 1, 2); Ego.Caput[1] = Math.Round(Ego.Caput[0] * 0.5, 2); Ego.Caput[2] = Math.Round(Ego.Caput[0] * Ego.Caput[1], 2); Ego.Ocullus[0] = Math.Round((Ego.Caput[1] / 4) * 0.5, 2); Ego.Ocullus[1] = Math.Round(Ego.Ocullus[0] * 2, 2); Ego.Ocullus[2] = Math.Round(Ego.Ocullus[0] * Ego.Ocullus[1], 2); Ego.Collum[0] = Math.Round((Ego.Altitudo / 16) * 1, 2); Ego.Collum[1] = Math.Round(Ego.Collum[0] * 1, 2); Ego.Collum[2] = Math.Round(Ego.Collum[0] * Ego.Collum[1], 2); Ego.Cor[0] = Math.Round((Ego.Altitudo / 16) * 1, 2); Ego.Cor[1] = Math.Round(Ego.Cor[0] * 1, 2); Ego.Cor[2] = Math.Round(Ego.Cor[0] * Ego.Cor[1], 2); Ego.Tergum[0] = Math.Round((Ego.Altitudo / 8) * 3.5, 2); Ego.Tergum[1] = Math.Round(Ego.Tergum[0] * 0.1, 2); Ego.Tergum[2] = Math.Round(Ego.Tergum[0] * Ego.Tergum[1], 2); Ego.Bracchium[0] = Math.Round((Ego.Altitudo / 8) * 3.5, 2); Ego.Bracchium[1] = Math.Round(Ego.Bracchium[0] * 0.1, 2); Ego.Bracchium[2] = Math.Round(Ego.Bracchium[0] * Ego.Bracchium[1], 2); Ego.Stomachus[0] = Math.Round((Ego.Altitudo / 8) * 1, 2); Ego.Stomachus[1] = Math.Round(Ego.Stomachus[0] * 2, 2); Ego.Stomachus[2] = Math.Round(Ego.Stomachus[0] * Ego.Stomachus[1], 2); Ego.Crus[0] = Math.Round((Ego.Altitudo / 2) * 1, 2); Ego.Crus[1] = Math.Round(Ego.Crus[0] * 0.1, 2); Ego.Crus[2] = Math.Round(Ego.Crus[0] * Ego.Crus[1], 2); }
public IActionResult OneVampire(int VampireId) { Vampire ToDisplay = _context.Vampires .Include(v => v.Victims) .FirstOrDefault(v => v.VampireId == VampireId); return(View("OneVampire", ToDisplay)); }
public void IsDerivedFromClassAbove() { //arrange Vampire LeStat = new Vampire(); //act //assert Assert.Equal(5, LeStat.LestatFactor); }
static void Main(string[] args) { Enemy[] enemies = new Enemy[2]; enemies[0] = new Vampire("Vamp", 1, 1, 0); enemies[1] = new Programming("c#", 2, 3, "c#"); for (int i = 0; i < enemies.Length; i++) { Console.WriteLine(enemies[i]); } }
public IActionResult SubmitVampire(Vampire FromForm) { if (ModelState.IsValid) { return(RedirectToAction("NewVampire")); } else { return(NewVampire()); } }
private void Start() { if (!testingEnabled) { return; } var spriteStore = FindObjectOfType <SpriteStore>(); spriteStore.Setup(); var itemStore = FindObjectOfType <ItemStore>(); itemStore.Setup(); var travelManager = FindObjectOfType <TravelManager>(); travelManager.NewParty(); travelManager.CurrentBiome = testingBiome; var numBandits = Random.Range(MinBandits, MaxBandits + 1); var bandits = new List <Entity>(); for (var i = 0; i < 1; i++) { Entity bandit = new Spider(); bandits.Add(bandit); bandit = new Titan(); bandits.Add(bandit); bandit = new Treant(); bandits.Add(bandit); bandit = new Vampire(); bandits.Add(bandit); bandit = new Zombie(); bandits.Add(bandit); } var combatManager = FindObjectOfType <CombatManager>(); combatManager.Enemies = bandits; combatManager.LoadCombatScene(); }
void Start() { Zombie Z = new Zombie(); Vampire V = new Vampire(); //Z.HitPoints = 10; //V.HitPoints = 10; don't need these defined because they are initialized in the Monster constructor. Debug.Log(Z.TakeDamage(5)); Debug.Log(V.TakeDamage(5)); Debug.Log(Z.ToString()); Debug.Log(V.ToString()); }
public IActionResult CreateVampire(Vampire FromForm) { // Adding a new vampire to the database // Vampire Dracula = new Vampire() // { // Name = "Dracula", // Birthday = new DateTime(1431, 6, 6), // Victims = 234 // }; _context.Add(FromForm); _context.SaveChanges(); return(RedirectToAction("Index")); }
public static Vampire GetEnemyObject(bool isPsychic, bool isHybrid) { var enemy = new Vampire() { Name = "Vampire", Damage = 7, Armour = 2, HitPoints = 10, Hybrid = isHybrid, Psychic = isPsychic, Alive = true }; return(enemy); }
public IActionResult DeleteVampire(int VampireId) { // logic to determine if we should actually delete Vampire ToDelete = _context.Vampires.FirstOrDefault(v => v.VampireId == VampireId); if (ToDelete == null) { return(RedirectToAction("Index")); } _context.Remove(ToDelete); _context.SaveChanges(); return(RedirectToAction("Index")); }
void InitializeMonster(MonsterType m) { if (m == MonsterType.Empty) { return; } if (m == MonsterType.Slime) { Slime temp = new Slime(); temp.Start(); temp.Setmtype(MonsterType.Slime); Monster tempMonster = temp; magic.addMonster(tempMonster); } if (m == MonsterType.DoubleSwordMan) { DoubleSwordMan temp = new DoubleSwordMan(); temp.Start(); temp.Setmtype(MonsterType.DoubleSwordMan); Monster tempMonster = temp; magic.addMonster(tempMonster); } if (m == MonsterType.BigSpider) { BigSpider temp = new BigSpider(); temp.Start(); temp.Setmtype(MonsterType.BigSpider); Monster tempMonster = temp; magic.addMonster(tempMonster); } if (m == MonsterType.Vampire) { Vampire temp = new Vampire(); temp.Start(); temp.Setmtype(MonsterType.Vampire); Monster tempMonster = temp; magic.addMonster(tempMonster); } if (m == MonsterType.Boss_TurnMan) { Boss_TurnMan temp = new Boss_TurnMan(); temp.Start(); temp.Setmtype(MonsterType.Boss_TurnMan); Monster tempMonster = temp; magic.addMonster(tempMonster); } }
public IActionResult UpdateVampire(int VampireId, Vampire FromForm) { if (_context.Vampires.Any(v => v.VampireId == VampireId)) { return(RedirectToAction("Index")); } // Retrieved.Name = FromForm.Name; // Retrieved.Birthday = FromForm.Birthday; // Retrieved.Victims = FromForm.Victims; // Retrieved.UpdatedAt = FromForm.UpdatedAt; // _context.SaveChanges(); FromForm.VampireId = VampireId; _context.Update(FromForm); _context.Entry(FromForm).Property("CreatedAt").IsModified = false; _context.SaveChanges(); return(RedirectToAction("Index")); }
public void Linea(string genus, Persona Ego) { genus = genus.ToLower(); switch (genus) { case "human": typus = "Human"; Human.Apto(Ego); break; case "orc": typus = "Orc"; Orc.Apto(Ego); break; case "vampire": typus = "Vampire"; Vampire.Apto(Ego); break; case "dwarf": typus = "Dwarf"; Dwarf.Apto(Ego); break; case "elf": typus = "Elf"; Elf.Apto(Ego); break; case "werewolf": typus = "Werewolf"; Werewolf.Apto(Ego); break; default: Console.WriteLine("Currently extinct."); Σ.rector = "ex"; break; } Cisterna(typus, Ego); }
public static void Main(string[] args) { Console.WriteLine("Welcome to my World!"); Vampire vampie = new Vampire { Name = "Drake", NumberOfBeatingHearts = 0 }; Console.WriteLine($"Vampire: {vampie.MyMotto()}"); Console.WriteLine($"Vampire: {vampie.GoalInLife()}"); Console.WriteLine(); Mermaid merm = new Mermaid() { NumberOfGills = 4 }; Console.WriteLine($"Mermaid: Number of children = {merm.WhatAboutChildren()}"); Console.WriteLine($"Mermaid: {merm.MyUniqueness()}"); Console.WriteLine(); Unicorn uni = new Unicorn(); Console.WriteLine($"Unicorn: {uni.MagicalPower()}"); Console.WriteLine($"Unicorn: I have {uni.HowManySpouses()} spouses."); Console.WriteLine($"Unicorn by interface: {uni.FlightCapability()}"); Console.WriteLine($"Unicorn by interface: {uni.BirthPlace()}"); Console.WriteLine(); Centaur centie = new Centaur(); Console.WriteLine($"Centaur: {centie.MagicalPower()}"); Console.WriteLine($"Centaur by interface: {centie.BirthPlace()}"); Console.WriteLine(); Pegasus pegie = new Pegasus(); Console.WriteLine($"Pegasus: {pegie.MagicalPower()}"); Console.WriteLine($"Pegasus by interface: {pegie.FlightCapability()}"); Console.WriteLine($"Pegasus by interface: {pegie.BirthPlace()}"); }
static void Main(string[] args) { Werewolf newPlayer = new Werewolf("Bozo"); Vampire otherPlayer = new Vampire(); Werewolf wolfie = new Werewolf("Wolfie"); Skeleton skelz = new Skeleton("Skelly"); wolfie.Attack(skelz, 5); skelz.Attack(wolfie, 500); Barracks homeBase = new Barracks(); homeBase.AddRecruit(newPlayer); homeBase.AddRecruit(otherPlayer); homeBase.AddRecruit(wolfie); homeBase.AddRecruit(skelz); skelz.Attack(homeBase, 3); homeBase.Rally(); }
public static Vampire CreateVampire(object userInput, Player player) { Vampire selectedEnemyType = (Vampire)userInput; var state = selectedEnemyType.Psychic ? VampireType.Psychic.ToString() : VampireType.Hybrid.ToString(); // ToDo: this can be replaced by the enum instead of using strings UserDialogue.SelectedEnemy(state, selectedEnemyType.Name); if (selectedEnemyType.Psychic) { selectedEnemyType.Damage += 3; UserDialogue.DamageIncrease(selectedEnemyType.Damage); } else if (selectedEnemyType.Hybrid) { selectedEnemyType.Armour += 3; UserDialogue.ArmorIncrease(selectedEnemyType.Armour); } UserDialogue.ShowEnemyStats(selectedEnemyType.Damage, selectedEnemyType.Armour, selectedEnemyType.HitPoints); return(selectedEnemyType); }
/*public void NovaMensura(string genus){ * switch(genus){ * case "human": * Human.NovaMensura(Ego.CorpusAptus); * break; * case "orc": * Orc.NovaMensura(Ego.CorpusAptus); * break; * case "vampire": * Vampire.NovaMensura(Ego.CorpusAptus); * break; * case "dwarf": * Dwarf.NovaMensura(Ego.CorpusAptus); * break; * case "elf": * Elf.NovaMensura(Ego.CorpusAptus); * break; * case "werewolf": * Werewolf.NovaMensura(Ego.CorpusAptus); * break; * default: * break; * } * }*/ public void Auto(string genus, string nomen) { genus = genus.ToLower(); switch (genus) { case "human": Human.Auto(nomen); break; case "orc": Orc.Auto(nomen); break; case "vampire": Vampire.Auto(nomen); break; case "dwarf": Dwarf.Auto(nomen); break; case "elf": Elf.Auto(nomen); break; case "werewolf": Werewolf.Auto(nomen); break; case "quadrupod": Quadrupod.Auto(nomen); break; default: Human.Auto(nomen); break; } }
public static void Main() { Hunter VonRimmersmark = new Hunter("Erich", "Von Rimmersmark"); Demon demon = new Demon(); // D is the type d is the object VonRimmersmark.Ignite(demon); VonRimmersmark.SplashWater(demon); VonRimmersmark.WieldSilver(demon); Ghast ghast = new Ghast(); // G is the type g is the object VonRimmersmark.Ignite(ghast); VonRimmersmark.SplashWater(ghast); Ghoul ghoul = new Ghoul(); // G is the type g is the object VonRimmersmark.SplashWater(ghoul); VonRimmersmark.WieldSilver(ghoul); Mummy mummy = new Mummy(); // M is the type m is the object VonRimmersmark.Ignite(mummy); Vampire vampire = new Vampire(); // V is the type v is the object VonRimmersmark.Ignite(vampire); VonRimmersmark.WieldSilver(vampire); Wight wight = new Wight(); // W is the type w is the object VonRimmersmark.WieldSilver(wight); Zombie zombie = new Zombie(); // Z is the type z is the object VonRimmersmark.Ignite(zombie); }
public void Cisterna(string genus, Persona Ego) { Console.WriteLine("\nYour life points, HP as hit points or PV as points de vie, and mana points, MP, are determinated by your race and statuses."); Console.WriteLine("Type 'roll' to see the rolls one by one or anything else to skip."); genus = genus.ToLower(); switch (genus) { case "human": Human.Cisterna(Ego); break; case "orc": Orc.Cisterna(Ego); break; case "vampire": Vampire.Cisterna(Ego); break; case "dwarf": Dwarf.Cisterna(Ego); break; case "elf": Elf.Cisterna(Ego); break; case "werewolf": Werewolf.Cisterna(Ego); break; default: break; } Mensura(typus, Ego); }
public void SpawnPlayer(Vector3 pos) { playerVampire = new Vampire(2f, pos); //Based on hierarchy GameObject v_go = new GameObject(); v_go.name = "Player"; //FIXME v_go.transform.position = playerVampire.Position; v_go.transform.SetParent(this.transform, true); SpriteRenderer v_go_sr = v_go.AddComponent <SpriteRenderer> (); v_go_sr.sprite = Resources.LoadAll <Sprite>("Sprites/spriteSheet1")[20];//FIXME v_go_sr.sortingLayerName = "Creatures"; v_go_sr.material = Resources.Load <Material> ("Materials/Lit2DMat"); playerVampire.AssignMoveCallback((vampire) => { ChangeVampirePosition(vampire, v_go); }); GetComponent <CameraControllerVampireMode> ().Begin(this.playerVampire); }
static void Main(string[] args) { Console.Title = ("=-=-DUNGEON OF DOOM!-=-="); Console.WriteLine("Welcome to your journey!"); //TODO 1. Create a variable that will keep track of player score int score = 0; //TODO 2. Create the Weapon Weapon w1 = new Weapon(1, 15, "Abyssal Whip", 5, false); Weapon w2 = new Weapon(1, 6, "Rusted Knife", 3, false); Weapon w3 = new Weapon(1, 12, "Long Sword", 7, true); Weapon w4 = new Weapon(1, 10, "Combat Knife", 10, false); Weapon w5 = new Weapon(1, 15, "Sword", 7, false); Weapon w6 = new Weapon(1, 30, "Dragon Breath", 20, false); //Put created weapons into an array Weapon[] weaponList = { w1, w2, w3, w4, w5 }; //randomly select weapon Random randWeapon = new Random(); int weapon = randWeapon.Next(weaponList.Length); Weapon mainWeapon = weaponList[weapon]; //TODO 3. Create players Player viking = new Player("Viking", 70, 10, 100, 100, Race.Viking, mainWeapon); Player chief = new Player("Chief", 90, 20, 120, 120, Race.Fallen, w5); Player deathWing = new Player("Deathwing", 95, 50, 200, 200, Race.Dragon, w6); Player elf = new Player("Elf", 60, 10, 100, 100, Race.Elf, w6); Player caveMan = new Player("Caveman", 40, 50, 300, 300, Race.Caveman, w2); Player orc = new Player("Orc", 80, 20, 150, 150, Race.Orc, w3); Player gnome = new Player("A cute Gnome", 100, 10, 50, 50, Race.Gnome, w2); Player native = new Player("Native", 70, 20, 100, 100, Race.Native, w5); Player goblin = new Player("Goblin", 75, 15, 80, 80, Race.Goblin, w1); //TODO 4. Create the outer dowhile loop that manages game Console.WriteLine("\nSelect your player\n" + "1) Viking\n" + "2) Chief\n" + "3) Deathwing\n" + "4) Elf\n" + "5) Caveman\n" + "6) Orc\n" + "7) Gnome\n" + "8) Native\n" + "9) Goblin\n"); ConsoleKey userPlayer = Console.ReadKey(true).Key; Console.Clear(); Player selectedPlayer = viking; switch (userPlayer) { case ConsoleKey.D1: selectedPlayer = viking; Console.WriteLine($"You have selected {selectedPlayer}!"); break; case ConsoleKey.D2: selectedPlayer = chief; Console.WriteLine($"You have selected {selectedPlayer}!"); break; case ConsoleKey.D3: selectedPlayer = deathWing; Console.WriteLine($"You have selected {selectedPlayer}!"); break; case ConsoleKey.D4: selectedPlayer = elf; Console.WriteLine($"You have selected {selectedPlayer}!"); break; case ConsoleKey.D5: selectedPlayer = caveMan; Console.WriteLine($"You have selected {selectedPlayer}!"); break; case ConsoleKey.D6: selectedPlayer = orc; Console.WriteLine($"You have selected {selectedPlayer}!"); break; case ConsoleKey.D7: selectedPlayer = gnome; Console.WriteLine($"You have selected {selectedPlayer}!"); break; case ConsoleKey.D8: selectedPlayer = native; Console.WriteLine($"You have selected {selectedPlayer}!"); break; case ConsoleKey.D9: selectedPlayer = goblin; Console.WriteLine($"You have selected {selectedPlayer}!"); break; default: Console.WriteLine("Please select a valid option!"); break; } //counter bool exit = false; do { //TODO 5. Write a method for getting room description Console.WriteLine(GetRoom()); //TODO 6. Create monsters for the player to compete against //create monsters here Rabbit r1 = new Rabbit("Baby Rabbit", 12, 12, 50, 20, 2, 6, "That's no ordinary rabbit", true); Rabbit r2 = new Rabbit(); Vampire v1 = new Vampire("The Count", 25, 25, 40, 30, 2, 12, "One Vampire"); Gorilla g1 = new Gorilla(); Gorilla g2 = new Gorilla("Demonic Gorilla", 60, 60, 45, 15, 4, 13, "Uh oh, That's a big gorilla", true); //store monsters in collection Monster[] monsters = { r1, r2, v1, g1, g2 }; //randomly generate the monster to compete against Random rand = new Random(); int randNbr = rand.Next(monsters.Length); Monster monster = monsters[randNbr]; //show the monster in the room Console.WriteLine("\nIn this room: " + monster.Name); //TODO 7. Create a loop for the game menu bool reload = false; do { //TODO 8. Create the menu for interaction with the monster and write it to the screen #region Menu Console.WriteLine("\nChoose an action:\n" + "1) Attack\n" + "2) Run\n" + "3) Player Information\n" + "4) Monster Information\n" + "5) Exit Application"); #endregion //TODO 8a. Wait and Capture the user input for their selection in the menu ConsoleKey userChoice = Console.ReadKey(true).Key; //TODO 8b. Create a switch that houses the functionality based on user choice Console.Clear(); switch (userChoice) { case ConsoleKey.D1: Console.WriteLine("Attack!"); Combat.DoBattle(selectedPlayer, monster); if (monster.Life <= 0) { Console.ForegroundColor = ConsoleColor.Green; Console.WriteLine("\nYou killed {0}!\n", monster.Name); Console.ResetColor(); reload = true; score++; } //end if break; case ConsoleKey.D2: Console.WriteLine("Runnnnnn!!"); Console.WriteLine($"{monster.Name} attacks you as you run!"); Combat.DoAtk(monster, selectedPlayer); Console.WriteLine(); reload = true; break; case ConsoleKey.D3: Console.WriteLine("Player Information: "); Console.WriteLine(selectedPlayer); Console.WriteLine("Monsters Defeated: " + score); break; case ConsoleKey.D4: Console.WriteLine("Monster Information: "); Console.WriteLine(monster); break; case ConsoleKey.D5: Console.WriteLine("Disgraceful..."); exit = true; break; default: Console.WriteLine("You have chosen an improper action..."); break; } if (selectedPlayer.Life <= 0) { Console.ForegroundColor = ConsoleColor.Red; Console.WriteLine("You are dead!\a"); Console.ResetColor(); exit = true; } } while (!exit && !reload); } while (!exit); Console.WriteLine($"Game over!\n" + $"You have defeated {score} monsters!"); //TODO 9. If the player has died, we are going to give them a message here about how many monsters they have defeated } //end main
void MoveCameraToTarget(Vampire /*FIXME*/ target) { Camera.main.transform.position = target.Position + offset; }
//Must execute after VampireController public void Begin(Vampire target) { this.target = target; offset = new Vector3(0.5f, 0.5f, -10f); target.AssignMoveCallback((vampire) => { MoveCameraToTarget(vampire); }); }
public EditVampire(MainWindow parent, int whichVampire) { vampire = new Vampire(); InitializeComponent(); clanBox.ItemsSource = Enum.GetValues(typeof(Clan)); covenBox.ItemsSource = Enum.GetValues(typeof(Coven)); this.whichVampire = whichVampire; this.parent = parent; if (whichVampire < 0) { vampire = new Vampire(); } else { vampire = (Vampire)parent.City.Characters[whichVampire]; vampireWindow.Title = vampire.Name; } nameField.Text = vampire.Name; nameField.Focus(); nameField.SelectAll(); maskField.Text = vampire.Mask; clanBox.SelectedIndex = (int)vampire.Clan; potencyDots.Value = vampire.Potency.Dots; playerField.Text = vampire.Player; dirgeField.Text = vampire.Dirge; covenBox.SelectedIndex = (int)vampire.Covenant; humanityDots.Value = vampire.Humanity.Dots; conceptField.Text = vampire.Concept; biographyField.Text = vampire.Biography; intelligenceDots.Value = vampire.Attributes[(int)Intelligence].Dots; witsDots.Value = vampire.Attributes[(int)Wits].Dots; resolveDots.Value = vampire.Attributes[(int)Resolve].Dots; strengthDots.Value = vampire.Attributes[(int)Strength].Dots; dexterityDots.Value = vampire.Attributes[(int)Dexterity].Dots; staminaDots.Value = vampire.Attributes[(int)Stamina].Dots; presenceDots.Value = vampire.Attributes[(int)Presence].Dots; manipulationDots.Value = vampire.Attributes[(int)Manipulation].Dots; composureDots.Value = vampire.Attributes[(int)Composure].Dots; academicsDots.Value = vampire.Skills[(int)Academics].Dots; computerDots.Value = vampire.Skills[(int)Computer].Dots; craftsDots.Value = vampire.Skills[(int)Crafts].Dots; investigationDots.Value = vampire.Skills[(int)Investigation].Dots; medicineDots.Value = vampire.Skills[(int)Medicine].Dots; occultDots.Value = vampire.Skills[(int)Occult].Dots; politicsDots.Value = vampire.Skills[(int)Politics].Dots; scienceDots.Value = vampire.Skills[(int)Science].Dots; athleticsDots.Value = vampire.Skills[(int)Athletics].Dots; brawlDots.Value = vampire.Skills[(int)Brawl].Dots; driveDots.Value = vampire.Skills[(int)Drive].Dots; firearmsDots.Value = vampire.Skills[(int)Firearms].Dots; larcenyDots.Value = vampire.Skills[(int)Larceny].Dots; stealthDots.Value = vampire.Skills[(int)Stealth].Dots; survivalDots.Value = vampire.Skills[(int)Survival].Dots; weaponryDots.Value = vampire.Skills[(int)Weaponry].Dots; animalKenDots.Value = vampire.Skills[(int)AnimalKen].Dots; empathyDots.Value = vampire.Skills[(int)Empathy].Dots; expressionDots.Value = vampire.Skills[(int)Expression].Dots; intimidationDots.Value = vampire.Skills[(int)Intimidation].Dots; persuasionDots.Value = vampire.Skills[(int)Persuasion].Dots; socializeDots.Value = vampire.Skills[(int)Socialize].Dots; streetwiseDots.Value = vampire.Skills[(int)Streetwise].Dots; subterfugeDots.Value = vampire.Skills[(int)Subterfuge].Dots; }
public override void Paint(Level level) { base.Paint(level); Vampire.Place(GetTileCenter() * 16 + new Vector2(8), level.Area); }
/// <summary> /// Player gets hit /// </summary> /// <param name="vampire">The attacker</param> internal void GetHit(Vampire vampire) { //Subtract the health Health -= vampire.GetDamage(); }
public void setVTalker(Vampire vamp) { VTalker = vamp; }
void Start() { vampire = GetComponent<Vampire>(); }
void Awake() { _vampireAnimator = GetComponent<VampireAnimator>(); _vampire = GetComponent<Vampire>(); }