migration from new repo

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mrtoine 2025-09-06 23:56:47 +02:00
commit 423134a840
26930 changed files with 3458568 additions and 0 deletions

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using System;
using System.Collections.Generic;
using UnityEngine;
using Random = UnityEngine.Random;
namespace Adventurer.Runtime
{
[CreateAssetMenu(fileName = "AdventurerClass Factory", menuName = "Guild Tycoon/Adventurers/Factory", order = 0)]
public class AdventurerFactorySO : ScriptableObject
{
public List<string> m_names;
public List<AdventurerClassEnum> m_classes;
public int m_baseLevel;
public int m_minStat;
public int m_maxStat;
public AdventurerClass CreateAdventurer()
{
string name = m_names[Random.Range(0, m_names.Count)];
AdventurerClassEnum chosenClassEnum = m_classes[Random.Range(0, m_classes.Count)];
int level = m_baseLevel;
int xp = 0;
int strength = 0;
int defense = 0;
int agility = 0;
int intelligence = 0;
switch (chosenClassEnum)
{
case AdventurerClassEnum.Warrior:
strength = Random.Range(14, 20);
defense = Random.Range(10, 16);
agility = Random.Range(6, 14);
intelligence = Random.Range(4, 8);
break;
case AdventurerClassEnum.Mage:
strength = Random.Range(4, 8);
defense = Random.Range(6, 10);
agility = Random.Range(6, 10);
intelligence = Random.Range(14, 20);
break;
case AdventurerClassEnum.Archer:
strength = Random.Range(4, 8);
defense = Random.Range(6, 10);
agility = Random.Range(14, 20);
intelligence = Random.Range(4, 8);
break;
case AdventurerClassEnum.Paladin:
strength = Random.Range(10, 14);
defense = Random.Range(14, 20);
agility = Random.Range(4, 8);
intelligence = Random.Range(8, 12);
break;
case AdventurerClassEnum.Priest:
strength = Random.Range(6, 10);
defense = Random.Range(8, 12);
agility = Random.Range(8, 12);
intelligence = Random.Range(14, 20);
break;
case AdventurerClassEnum.Thief:
strength = Random.Range(8, 14);
defense = Random.Range(8, 12);
agility = Random.Range(14, 20);
intelligence = Random.Range(4, 8);
break;
case AdventurerClassEnum.Barbarian:
strength = Random.Range(16, 20);
defense = Random.Range(10, 14);
agility = Random.Range(6, 10);
intelligence = Random.Range(2, 6);
break;
default:
// Classe non gérée
break;
}
var modelParts = new Dictionary<string, string>();
modelParts["Ears"] = $"EARS/Ears Type {Random.Range(1, 2)}";
modelParts["Eyebrows"] = $"EYEBROWS/Eyebrow Type {Random.Range(1, 5)} Color {Random.Range(1, 5)}";
modelParts["Eyes"] = $"EYES/Eyes Type {Random.Range(1, 5)} Color {Random.Range(1, 5)}";
modelParts["Face Hair"] = $"FACE HAIRS/Face Hair Type {Random.Range(1, 5)} Color {Random.Range(1, 5)}";
modelParts["Hair"] = $"HAIRS/Hair Type {Random.Range(1, 5)} Color {Random.Range(1, 5)}";
modelParts["Nose"] = $"NOSES/Nose Type {Random.Range(1, 5)}";
modelParts["Feet Armor"] = $"FEETS/Feet Armor Type {Random.Range(1, 5)} Color {Random.Range(1, 3)}";
modelParts["Legs Armor"] = $"LEGS/Legs Armor Type {Random.Range(1, 5)} Color {Random.Range(1, 3)}";
modelParts["Belts Armor"] = $"BELTS/Belts Armor Type {Random.Range(1, 6)} Color {Random.Range(1, 3)}";
modelParts["Arm Armor"] = $"ARMORS/Arm Armor Type {Random.Range(1, 5)} Color {Random.Range(1, 3)}";
modelParts["Chest Armor"] = $"CHESTS/Chest Armor Type {Random.Range(1, 5)} Color {Random.Range(1, 3)}";
modelParts["Head Armor"] = $"HEADS/Head Armor Type {Random.Range(1, 6)} Color {Random.Range(1, 3)}";
DateTime now = DateTime.Now;
return new AdventurerClass(Guid.NewGuid(), name, chosenClassEnum, level, xp, strength, defense, intelligence, agility, modelParts, now);
}
}
}