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황호기
TBR
Commits
27bff278
Commit
27bff278
authored
Oct 23, 2018
by
황호기
Browse files
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Browse Files
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Plain Diff
데이터 로직과 보여주는 로직 분리 완료
parent
46229780
Changes
11
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Showing
11 changed files
with
327 additions
and
225 deletions
+327
-225
Assets/Scripts/MonoBehaviours/CharacterObj.cs
Assets/Scripts/MonoBehaviours/CharacterObj.cs
+31
-0
Assets/Scripts/MonoBehaviours/GameLogic.cs
Assets/Scripts/MonoBehaviours/GameLogic.cs
+51
-20
Assets/Scripts/Shared/Calculator.cs
Assets/Scripts/Shared/Calculator.cs
+40
-29
Assets/Scripts/Shared/Game/Buff.cs
Assets/Scripts/Shared/Game/Buff.cs
+20
-0
Assets/Scripts/Shared/Game/Character.cs
Assets/Scripts/Shared/Game/Character.cs
+70
-0
Assets/Scripts/Shared/Game/DataLogic.cs
Assets/Scripts/Shared/Game/DataLogic.cs
+44
-0
Assets/Scripts/Shared/Game/Party.cs
Assets/Scripts/Shared/Game/Party.cs
+70
-0
Assets/Scripts/Shared/GameObjs/Buff.cs
Assets/Scripts/Shared/GameObjs/Buff.cs
+0
-17
Assets/Scripts/Shared/GameObjs/Character.cs
Assets/Scripts/Shared/GameObjs/Character.cs
+0
-74
Assets/Scripts/Shared/GameObjs/Party.cs
Assets/Scripts/Shared/GameObjs/Party.cs
+0
-84
ProjectSettings/ProjectVersion.txt
ProjectSettings/ProjectVersion.txt
+1
-1
No files found.
Assets/Scripts/MonoBehaviours/CharacterObj.cs
0 → 100644
View file @
27bff278
using
UnityEngine
;
using
System.Collections
;
using
System.Collections.Generic
;
using
System.Linq
;
using
System.Text
;
using
TBR.Game
;
public
class
CharacterObj
:
MonoBehaviour
{
private
Character
character
;
public
void
SetCharacter
(
Character
character
)
{
this
.
character
=
character
;
}
public
IEnumerator
SelectCard
()
{
yield
return
null
;
}
public
IEnumerator
UseSkill
()
{
yield
return
null
;
}
public
IEnumerator
Action
()
{
yield
return
null
;
}
}
Assets/Scripts/MonoBehaviours/GameLogic.cs
View file @
27bff278
...
...
@@ -2,22 +2,26 @@
using
System.Collections.Generic
;
using
UnityEngine
;
using
TBR.Data
;
using
TBR.Game
;
public
class
GameLogic
:
MonoBehaviour
{
public
static
GameLogic
CurGameLogic
;
private
Party
party1
;
[
SerializeField
]
private
CharacterObj
[,]
characters
;
private
DataLogic
dataLogic
;
[
SerializeField
]
private
PartyUI
partyUI1
;
private
Party
party2
;
[
SerializeField
]
private
PartyUI
partyUI2
;
private
int
turn
;
private
int
firstTurnParty
;
// Use this for initialization
void
Start
()
{
CurGameLogic
=
this
;
dataLogic
=
new
DataLogic
();
StartCoroutine
(
MainLogic
()
);
}
...
...
@@ -28,33 +32,60 @@ public class GameLogic : MonoBehaviour {
IEnumerator
MainLogic
()
{
//임시 코드(Hsymbol) - 어디선가 파티 데이터를 가져와서 파티를 만들어야 함
party1
=
Party
.
MakeRandomParty
();
party2
=
Party
.
MakeRandomParty
();
dataLogic
.
MakeRandomData
();
for
(
int
p
=
0
;
p
<
2
;
p
++
)
{
for
(
int
i
=
0
;
i
<
5
;
i
++
)
{
characters
[
p
,
i
].
SetCharacter
(
dataLogic
.
Parties
[
p
].
Characters
[
i
]
);
}
}
yield
return
null
;
turn
=
0
;
while
(
true
)
{
party1
.
SetNonLeaderCard
();
if
(
party1
.
LeaderAlive
)
yield
return
party1
.
SetLeaderCard
();
yield
return
party1
.
UseSkill
();
party1
.
CalcBonus
();
yield
return
party1
.
Action
();
if
(
CheckGameOver
()
)
break
;
turn
++;
party2
.
SetNonLeaderCard
();
if
(
party2
.
LeaderAlive
)
yield
return
party2
.
SetLeaderCard
();
yield
return
party2
.
UseSkill
();
party2
.
CalcBonus
();
yield
return
party2
.
Action
();
while
(
turn
<
40
)
{
int
currentTurnParty
=
(
firstTurnParty
+
turn
)
%
2
;
yield
return
ShowNonLeaderCard
(
currentTurnParty
);
if
(
dataLogic
.
Parties
[
currentTurnParty
].
LeaderAlive
)
yield
return
SetLeaderCard
(
currentTurnParty
);
yield
return
UseSkill
(
currentTurnParty
);
dataLogic
.
CalcAndAssignBonus
(
currentTurnParty
);
yield
return
Action
(
currentTurnParty
);
if
(
CheckGameOver
()
)
break
;
turn
++;
}
}
public
IEnumerator
ShowNonLeaderCard
(
int
partyNum
)
{
dataLogic
.
SetNonLeaderCard
(
partyNum
);
yield
return
null
;
}
public
IEnumerator
SetLeaderCard
(
int
partyNum
)
{
yield
return
characters
[
partyNum
,
dataLogic
.
Parties
[
partyNum
].
LeaderIndex
].
SelectCard
();
}
public
IEnumerator
UseSkill
(
int
partyNum
)
{
dataLogic
.
UseSkill
(
partyNum
);
for
(
int
i
=
0
;
i
<
5
;
i
++
)
{
yield
return
characters
[
partyNum
,
i
].
UseSkill
();
}
}
public
IEnumerator
Action
(
int
partyNum
)
{
dataLogic
.
Action
(
partyNum
);
for
(
int
i
=
0
;
i
<
5
;
i
++
)
{
yield
return
characters
[
partyNum
,
i
].
Action
();
}
}
private
bool
CheckGameOver
()
{
return
false
;
...
...
Assets/Scripts/Shared/Calculator.cs
View file @
27bff278
using
System.Collections.Generic
;
using
System.Linq
;
using
TBR.Game
;
namespace
TBR.Data
{
...
...
@@ -9,65 +10,75 @@ namespace TBR.Data
private
const
int
fullhouseBonus
=
50
;
private
const
int
straightBonus
=
30
;
private
const
int
twopairBonus
=
5
;
public
static
int
[]
GetPowerBonus
(
CardData
[]
cardDatas
)
public
static
string
CalcAndAssignBonus
(
Character
[]
characters
)
{
var
bonus
=
new
int
[
5
]
{
1
,
1
,
1
,
1
,
1
};
if
(
cardDatas
[
0
]
!=
null
&&
cardDatas
[
1
]
!=
null
&&
cardDatas
[
2
]
!=
null
&&
cardDatas
[
3
]
!=
null
&&
cardDatas
[
4
]
!=
null
)
if
(
cardDatas
[
0
].
Element
==
cardDatas
[
1
].
Element
&&
cardDatas
[
1
].
Element
==
cardDatas
[
2
].
Element
&&
cardDatas
[
2
].
Element
==
cardDatas
[
3
].
Element
&&
cardDatas
[
3
].
Element
==
cardDatas
[
4
].
Element
)
bonus
=
new
int
[
5
]
{
2
,
2
,
2
,
2
,
2
};
List
<
int
>
counts
=
new
List
<
int
>
{
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
};
CardData
[]
cardData
=
new
CardData
[
5
];
for
(
int
i
=
0
;
i
<
5
;
i
++
)
{
if
(
characters
[
i
]
!=
null
)
cardData
[
i
]
=
characters
[
i
].
SelectedCard
;
}
//PowerBonus
var
powerBonus
=
new
int
[
5
]
{
1
,
1
,
1
,
1
,
1
};
if
(
cardData
[
0
]
!=
null
&&
cardData
[
1
]
!=
null
&&
cardData
[
2
]
!=
null
&&
cardData
[
3
]
!=
null
&&
cardData
[
4
]
!=
null
)
if
(
cardData
[
0
].
Element
==
cardData
[
1
].
Element
&&
cardData
[
1
].
Element
==
cardData
[
2
].
Element
&&
cardData
[
2
].
Element
==
cardData
[
3
].
Element
&&
cardData
[
3
].
Element
==
cardData
[
4
].
Element
)
powerBonus
=
new
int
[
5
]
{
2
,
2
,
2
,
2
,
2
};
List
<
int
>
numberCounts
=
new
List
<
int
>
{
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
};
List
<
int
>
pairTable
=
new
List
<
int
>(
pairBonus
);
foreach
(
var
c
in
cardData
s
)
foreach
(
var
c
in
cardData
)
{
if
(
c
!=
null
)
c
ounts
[
c
.
Number
]++;
numberC
ounts
[
c
.
Number
]++;
}
if
(
counts
.
Contains
(
3
)
&&
c
ounts
.
Contains
(
2
)
)
if
(
numberCounts
.
Contains
(
3
)
&&
numberC
ounts
.
Contains
(
2
)
)
{
pairTable
[
1
]
=
fullhouseBonus
;
pairTable
[
2
]
=
fullhouseBonus
;
}
else
if
(
c
ounts
.
Count
(
c
=>
c
==
1
)==
5
)
else
if
(
numberC
ounts
.
Count
(
c
=>
c
==
1
)==
5
)
{
var
firstNum
=
c
ounts
.
IndexOf
(
1
);
if
(
counts
[
firstNum
]
==
1
&&
counts
[
firstNum
+
1
]
==
1
&&
counts
[
firstNum
+
2
]
==
1
&&
counts
[
firstNum
+
3
]
==
1
&&
c
ounts
[
firstNum
+
4
]
==
1
)
var
firstNum
=
numberC
ounts
.
IndexOf
(
1
);
if
(
numberCounts
[
firstNum
]
==
1
&&
numberCounts
[
firstNum
+
1
]
==
1
&&
numberCounts
[
firstNum
+
2
]
==
1
&&
numberCounts
[
firstNum
+
3
]
==
1
&&
numberC
ounts
[
firstNum
+
4
]
==
1
)
pairTable
[
0
]
=
straightBonus
;
}
else
if
(
c
ounts
.
Count
(
c
=>
c
==
2
)
==
2
)
else
if
(
numberC
ounts
.
Count
(
c
=>
c
==
2
)
==
2
)
{
pairTable
[
1
]
=
twopairBonus
;
}
for
(
int
i
=
0
;
i
<
5
;
i
++
)
{
if
(
cardData
s
[
i
]
!=
null
)
if
(
cardData
[
i
]
!=
null
)
{
bonus
[
i
]
*=
pairTable
[
counts
[
cardDatas
[
i
].
Number
]
];
powerBonus
[
i
]
*=
pairTable
[
numberCounts
[
cardData
[
i
].
Number
]
];
}
}
return
bonus
;
}
public
static
int
[]
GetCountBonus
(
CardData
[]
cardDatas
)
{
var
bonus
=
new
int
[
5
]
{
-
2
,
-
2
,
-
2
,
-
2
,
-
2
};
int
[]
counts
=
new
int
[
5
];
foreach
(
var
c
in
cardDatas
)
//CountBonus
var
countBonus
=
new
int
[
5
]
{
-
2
,
-
2
,
-
2
,
-
2
,
-
2
};
int
[]
elementCounts
=
new
int
[
5
];
foreach
(
var
c
in
cardData
)
{
if
(
c
!=
null
)
c
ounts
[
(
int
)
c
.
Element
]++;
elementC
ounts
[
(
int
)
c
.
Element
]++;
}
for
(
int
i
=
0
;
i
<
5
;
i
++
)
for
(
int
i
=
0
;
i
<
5
;
i
++
)
{
if
(
cardData
s
[
i
]
!=
null
)
if
(
cardData
[
i
]
!=
null
)
{
int
matchBonus
=
1
;
for
(
int
j
=
0
;
j
<
counts
[
(
int
)
cardDatas
[
i
].
Element
];
j
++
)
for
(
int
j
=
0
;
j
<
elementCounts
[
(
int
)
cardData
[
i
].
Element
];
j
++
)
matchBonus
*=
2
;
bonus
[
i
]
+=
matchBonus
;
countBonus
[
i
]
+=
matchBonus
;
}
}
for
(
int
i
=
0
;
i
<
5
;
i
++
)
{
if
(
characters
[
i
]
!=
null
)
characters
[
i
].
SetBonus
(
powerBonus
[
i
],
countBonus
[
i
]
);
}
return
bonus
;
return
""
;
}
}
}
Assets/Scripts/Shared/Game/Buff.cs
0 → 100644
View file @
27bff278
using
System
;
using
System.Collections.Generic
;
using
System.Linq
;
using
System.Text
;
namespace
TBR.Game
{
public
enum
BuffType
{
SwordUp
}
public
class
Buff
{
public
BuffType
Type
{
get
;
private
set
;
}
public
int
Arg1
{
get
;
private
set
;
}
public
int
Arg2
{
get
;
private
set
;
}
public
int
BuffValue
{
get
;
private
set
;
}
}
}
Assets/Scripts/Shared/Game/Character.cs
0 → 100644
View file @
27bff278
using
UnityEngine
;
using
System.Collections
;
using
System.Collections.Generic
;
using
System.Linq
;
using
System.Text
;
using
TBR.Data
;
namespace
TBR.Game
{
public
class
Character
{
private
CharacterData
baseData
;
public
int
HP
{
get
;
private
set
;
}
public
int
MaxHP
{
get
;
private
set
;
}
public
int
ShieldStack
{
get
;
private
set
;
}
public
List
<
Buff
>
buffs
{
get
;
private
set
;
}
public
int
Sword
{
get
;
private
set
;
}
public
int
Gun
{
get
;
private
set
;
}
public
int
Mana
{
get
;
private
set
;
}
public
int
Shield
{
get
;
private
set
;
}
public
int
Heal
{
get
;
private
set
;
}
public
CardData
SelectedCard
{
get
;
private
set
;
}
public
string
SelectedSkill
{
get
;
private
set
;
}
private
int
powerBonus
;
private
int
countBonus
;
public
Character
(
CharacterData
data
)
{
baseData
=
data
;
HP
=
data
.
HP
;
MaxHP
=
HP
*
2
;
buffs
=
new
List
<
Buff
>();
Sword
=
data
.
Sword
;
Gun
=
data
.
Gun
;
Mana
=
data
.
Mana
;
Shield
=
data
.
Shield
;
Heal
=
data
.
Heal
;
}
public
void
SetCard
()
{
var
selectedIndex
=
Random
.
Range
(
0
,
10
);
SelectedCard
=
baseData
.
CardCases
[
selectedIndex
].
Card
;
SelectedSkill
=
baseData
.
CardCases
[
selectedIndex
].
SkillId
;
}
public
void
SetBonus
(
int
powerBonus
,
int
countBonus
)
{
this
.
powerBonus
=
powerBonus
;
this
.
countBonus
=
countBonus
;
}
public
void
UseSkill
()
{
}
public
void
Action
()
{
var
actionId
=
baseData
.
ActionIds
[
SelectedCard
.
Element
];
}
public
static
Character
MakeRandomCharacter
()
{
var
data
=
new
CharacterData
();
data
.
Randomize
();
var
character
=
new
Character
(
data
);
return
character
;
}
}
}
Assets/Scripts/Shared/Game/DataLogic.cs
0 → 100644
View file @
27bff278
using
System
;
using
System.Collections.Generic
;
using
System.Linq
;
using
System.Text
;
namespace
TBR.Game
{
public
class
DataLogic
{
public
Party
[]
Parties
{
get
;
private
set
;
}
public
DataLogic
()
{
Parties
=
new
Party
[
2
];
}
public
void
MakeRandomData
()
{
//임시 코드(Hsymbol) - 어디선가 파티 데이터를 가져와서 파티를 만들어야 함
Parties
[
0
]
=
Party
.
MakeRandomParty
();
Parties
[
1
]
=
Party
.
MakeRandomParty
();
}
public
void
SetNonLeaderCard
(
int
partyNum
)
{
Parties
[
partyNum
].
SetNonLeaderCard
();
}
public
void
UseSkill
(
int
partyNum
)
{
Parties
[
partyNum
].
UseSkill
();
}
public
void
CalcAndAssignBonus
(
int
partyNum
)
{
Parties
[
partyNum
].
CalcAndAssignBonus
();
}
public
void
Action
(
int
partyNum
)
{
Parties
[
partyNum
].
Action
();
}
}
}
Assets/Scripts/Shared/Game/Party.cs
0 → 100644
View file @
27bff278
using
System
;
using
System.Collections
;
using
System.Linq
;
using
System.Text
;
using
TBR.Data
;
namespace
TBR.Game
{
public
class
Party
{
public
Character
[]
Characters
{
get
;
private
set
;
}
public
string
LeaderSkillId
{
get
;
private
set
;
}
public
int
LeaderIndex
{
get
;
private
set
;
}
public
bool
LeaderAlive
{
get
;
private
set
;
}
public
Party
()
{
Characters
=
new
Character
[
5
];
}
public
void
SetPartyData
(
PartyData
partyData
)
{
}
public
void
SetNonLeaderCard
()
{
for
(
int
i
=
0
;
i
<
5
;
i
++
)
{
if
(
i
!=
LeaderIndex
||
!
LeaderAlive
)
Characters
[
LeaderIndex
].
SetCard
();
}
}
public
void
UseSkill
()
{
for
(
int
i
=
0
;
i
<
5
;
i
++
)
{
if
(
Characters
[
i
]
!=
null
&&
string
.
IsNullOrEmpty
(
Characters
[
i
].
SelectedSkill
)
==
false
)
Characters
[
i
].
UseSkill
();
}
}
public
void
Action
()
{
for
(
int
i
=
0
;
i
<
5
;
i
++
)
{
if
(
Characters
[
i
]
!=
null
)
Characters
[
i
].
Action
();
}
}
public
string
CalcAndAssignBonus
()
{
return
Calculator
.
CalcAndAssignBonus
(
Characters
);
}
public
static
Party
MakeRandomParty
()
{
var
party
=
new
Party
();
party
.
Characters
[
0
]
=
Character
.
MakeRandomCharacter
();
party
.
Characters
[
1
]
=
Character
.
MakeRandomCharacter
();
party
.
Characters
[
2
]
=
Character
.
MakeRandomCharacter
();
party
.
Characters
[
3
]
=
Character
.
MakeRandomCharacter
();
party
.
Characters
[
4
]
=
Character
.
MakeRandomCharacter
();
return
party
;
}
}
}
Assets/Scripts/Shared/GameObjs/Buff.cs
deleted
100644 → 0
View file @
46229780
using
System
;
using
System.Collections.Generic
;
using
System.Linq
;
using
System.Text
;
public
enum
BuffType
{
SwordUp
}
public
class
Buff
{
public
BuffType
Type
{
get
;
private
set
;
}
public
int
Arg1
{
get
;
private
set
;
}
public
int
Arg2
{
get
;
private
set
;
}
public
int
BuffValue
{
get
;
private
set
;
}
}
Assets/Scripts/Shared/GameObjs/Character.cs
deleted
100644 → 0
View file @
46229780
using
UnityEngine
;
using
System.Collections
;
using
System.Collections.Generic
;
using
System.Linq
;
using
System.Text
;
using
TBR.Data
;
public
class
Character
{
private
CharacterData
baseData
;
public
int
HP
{
get
;
private
set
;
}
public
int
MaxHP
{
get
;
private
set
;
}
public
int
ShieldStack
{
get
;
private
set
;
}
public
List
<
Buff
>
buffs
{
get
;
private
set
;
}
public
int
Sword
{
get
;
private
set
;
}
public
int
Gun
{
get
;
private
set
;
}
public
int
Mana
{
get
;
private
set
;
}
public
int
Shield
{
get
;
private
set
;
}
public
int
Heal
{
get
;
private
set
;
}
public
CardData
SelectedCard
{
get
;
private
set
;
}
public
string
SelectedSkill
{
get
;
private
set
;
}
private
int
powerBonus
;
private
int
countBonus
;
public
Character
(
CharacterData
data
)
{
baseData
=
data
;
HP
=
data
.
HP
;
MaxHP
=
HP
*
2
;
buffs
=
new
List
<
Buff
>();
Sword
=
data
.
Sword
;
Gun
=
data
.
Gun
;
Mana
=
data
.
Mana
;
Shield
=
data
.
Shield
;
Heal
=
data
.
Heal
;
}
public
void
SetCard
()
{
var
selectedIndex
=
Random
.
Range
(
0
,
10
);
SelectedCard
=
baseData
.
CardCases
[
selectedIndex
].
Card
;
SelectedSkill
=
baseData
.
CardCases
[
selectedIndex
].
SkillId
;
}
public
IEnumerator
SelectCard
()
{
yield
return
null
;
}
public
IEnumerator
UseSkill
()
{
yield
return
null
;
}
public
void
SetBonus
(
int
powerBonus
,
int
countBonus
)
{
this
.
powerBonus
=
powerBonus
;
this
.
countBonus
=
countBonus
;
}
public
IEnumerator
Action
()
{
var
actionId
=
baseData
.
ActionIds
[
SelectedCard
.
Element
];
yield
return
null
;
}
public
static
Character
MakeRandomCharacter
()
{
var
data
=
new
CharacterData
();
data
.
Randomize
();
var
character
=
new
Character
(
data
);
return
character
;
}
}
Assets/Scripts/Shared/GameObjs/Party.cs
deleted
100644 → 0
View file @
46229780
using
System
;
using
System.Collections
;
using
System.Linq
;
using
System.Text
;
using
TBR.Data
;
public
class
Party
{
public
Character
[]
Characters
{
get
;
private
set
;
}
public
string
LeaderSkillId
{
get
;
private
set
;
}
public
int
LeaderIndex
{
get
;
private
set
;
}
public
bool
LeaderAlive
{
get
;
private
set
;
}
public
Party
()
{
Characters
=
new
Character
[
5
];
}
public
void
SetPartyData
(
PartyData
partyData
)
{
}
public
void
SetNonLeaderCard
()
{
for
(
int
i
=
0
;
i
<
5
;
i
++
)
{
if
(
i
!=
LeaderIndex
||
!
LeaderAlive
)
Characters
[
LeaderIndex
].
SetCard
();
}
}
public
IEnumerator
SetLeaderCard
()
{
yield
return
Characters
[
LeaderIndex
].
SelectCard
();
}
public
IEnumerator
UseSkill
()
{
for
(
int
i
=
0
;
i
<
5
;
i
++
)
{
if
(
string
.
IsNullOrEmpty
(
Characters
[
i
].
SelectedSkill
)
)
yield
return
Characters
[
i
].
UseSkill
();
}
}
public
void
CalcBonus
()
{
CardData
[]
cards
=
new
CardData
[
5
];
for
(
int
i
=
0
;
i
<
5
;
i
++
)
{
if
(
Characters
[
i
]
!=
null
)
cards
[
i
]
=
Characters
[
i
].
SelectedCard
;
}
int
[]
powerBonus
=
Calculator
.
GetPowerBonus
(
cards
);
int
[]
countBonus
=
Calculator
.
GetCountBonus
(
cards
);
for
(
int
i
=
0
;
i
<
5
;
i
++
)
{
if
(
Characters
[
i
]
!=
null
)
Characters
[
i
].
SetBonus
(
powerBonus
[
i
],
countBonus
[
i
]
);
}
}
public
IEnumerator
Action
()
{
for
(
int
i
=
0
;
i
<
5
;
i
++
)
{
if
(
string
.
IsNullOrEmpty
(
Characters
[
i
].
SelectedSkill
)
)
yield
return
Characters
[
i
].
Action
();
}
}
public
static
Party
MakeRandomParty
()
{
var
party
=
new
Party
();
party
.
Characters
[
0
]
=
Character
.
MakeRandomCharacter
();
party
.
Characters
[
1
]
=
Character
.
MakeRandomCharacter
();
party
.
Characters
[
2
]
=
Character
.
MakeRandomCharacter
();
party
.
Characters
[
3
]
=
Character
.
MakeRandomCharacter
();
party
.
Characters
[
4
]
=
Character
.
MakeRandomCharacter
();
return
party
;
}
}
ProjectSettings/ProjectVersion.txt
View file @
27bff278
m_EditorVersion: 2018.2.1
2
f1
m_EditorVersion: 2018.2.1
3
f1
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