// Start is called before the first frame update void Start() { lootDice = new Dice(new List <string> { "GOLD", "ITEM", "ANY\nONE" }); commonRarities.AddElement("Common", 0.9f); commonRarities.AddElement("Rare", 0.1f); rareRarities.AddElement("Common", 0.3f); rareRarities.AddElement("Rare", 0.55f); rareRarities.AddElement("Epic", 0.1f); rareRarities.AddElement("Legendary", 0.05f); }
public void GeneratePoolItems() { itemPool = new WeightedBag(); foreach (string itemName in allItems.Keys) { if (allItems[itemName].unlocked) { itemPool.AddElement(itemName, 1f / allItems[itemName].goldValue); } } }
// MOB GENERATION public void PrepareLevelPool() { mobPool.MultiplyWeightAll(0.7f); levelConfront++; foreach (string name in allMobs.Keys) { if (allMobs[name].levelAppear == levelConfront && allMobs[name].unlocked) { mobPool.AddElement(name, allMobs[name].presenceRate); } } }
public void NewGame() { if (currentScene != null) { currentScene.SetActive(false); } deathScene.SetActive(false); myLootHandler.followerTab.transform.Find("TextBackground").Find("Text").GetComponent <Text>().text = ""; sceneProb = new WeightedBag(); thePlayer = new Player(); initializePlayer(); myCombatHandler.thePlayer = thePlayer; myCombatHandler.levelConfront = 0; myCombatHandler.mobPool = new WeightedBag(); myUpgradeHandler.thePlayer = thePlayer; myLootHandler.thePlayer = thePlayer; sceneProb.AddElement("Heal", 0f); sceneProb.AddElement("Upgrade", 0f); //currentScene = upgradeScene; //upgradeScene.SetActive(true); //myUpgradeHandler.InitUpgradeScene(); nextScene = "Confront"; CheckSpecialEvent(); }
public void ResolveEvent(TriggerContent theEvent, GameObject target) { for (int i = 0; i < theEvent.effectNames.Count; i++) { string theText; switch (theEvent.effectNames[i]) { // COMMENTARY EVENTS case "Pool_commentary": aBag = new WeightedBag(); for (int j = 0; j < theEvent.effectData.Count; j++) { aBag.AddElement(theEvent.effectData[j], theEvent.effectValues[j] / 100f); } theText = aBag.Draw(true); if (theText != "nothing") { target.transform.Find("TextBackground").Find("Text").GetComponent <Text>().text += theText + "\n"; target.SetActive(true); } else { target.SetActive(false); } break; case "Commentary": target.transform.Find("TextBackground").Find("Text").GetComponent <Text>().text += theEvent.effectData[i] + "\n"; target.SetActive(true); break; case "Commentary_Variable": List <string> copyText = new List <string>(); theEvent.effectData.ForEach(x => copyText.Add(x)); theText = DecodeString(copyText); target.transform.Find("TextBackground").Find("Text").GetComponent <Text>().text += theText + "\n"; target.SetActive(true); break; case "Increment_counter": myData.allCounters[theEvent.effectData[i]].count += (int)theEvent.effectValues[i]; myData.StoreCounters(); ExecuteFromTrigger("Incremented_" + theEvent.effectData[i], target); break; case "Set_counter": myData.allCounters[theEvent.effectData[i]].count = (int)theEvent.effectValues[i]; myData.StoreCounters(); break; // EVENTS case "Special_Event": eventData = theEvent.effectData; GetComponent <GameHandler>().specialEvent = true; break; case "Force_encounter": CharacterContent encounter = new CharacterContent(myData.allMobs[theEvent.effectData[i]]); encounter.myName = theEvent.effectData[i + 1]; // dangerous... an encounter can be force-set without name change GetComponent <ConfrontationHandler>().forceEncounter = encounter; break; case "Force_loot": GetComponent <LootHandler>().forceLoot = theEvent.effectData[i]; break; case "Pool_triggerEvent": aBag = new WeightedBag(); for (int j = 0; j < theEvent.effectData.Count; j++) { aBag.AddElement(theEvent.effectData[j], theEvent.effectValues[j] / 100f); } theText = aBag.Draw(true); ResolveEvent(myData.allEvents[theText], target); break; // TOOLS case "Activate": SetEventActive(theEvent.effectData[i], true); break; case "Deactivate": SetEventActive(theEvent.effectData[i], false); break; case "Deactivate_quest": foreach (string elt in myData.allEvents.Keys.ToList()) { if (elt.Contains(theEvent.effectData[i])) { SetEventActive(elt, false); } } break; case "Unlock_enemy": UnlockEnemy(theEvent.effectData[i]); break; case "Unlock_item": UnlockItem(theEvent.effectData[i]); break; } } }