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Uploading v 0.06 of DnD Character Generator
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smz11006 committed Sep 15, 2015
1 parent 4b7c1ae commit 59e4842
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77 changes: 77 additions & 0 deletions DnD Project/Assembly-CSharp.csproj
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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProductVersion>10.0.20506</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<RootNamespace></RootNamespace>
<ProjectGuid>{8EF5A277-BCC7-DF58-B01F-705C35D9BCBF}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<AssemblyName>Assembly-CSharp</AssemblyName>
<TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<BaseDirectory>Assets</BaseDirectory>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>Temp\bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE;UNITY_5_2_0;UNITY_5_2;UNITY_5;ENABLE_NEW_BUGREPORTER;ENABLE_2D_PHYSICS;ENABLE_4_6_FEATURES;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_FRAME_DEBUGGER;ENABLE_GENERICS;ENABLE_HOME_SCREEN;ENABLE_IMAGEEFFECTS;ENABLE_LIGHT_PROBES_LEGACY;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_PLUGIN_INSPECTOR;ENABLE_SHADOWS;ENABLE_SINGLE_INSTANCE_BUILD_SETTING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_UNITYEVENTS;ENABLE_VR;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_REFLECTION_BUFFERS;INCLUDE_DYNAMIC_GI;INCLUDE_GI;INCLUDE_IL2CPP;INCLUDE_DIRECTX12;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;ENABLE_LOCALIZATION;ENABLE_ANDROID_ATLAS_ETC1_COMPRESSION;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_TEXTUREID_MAP;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_LOG_MIXED_STACKTRACE;ENABLE_UNITYWEBREQUEST;ENABLE_EVENT_QUEUE;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;ENABLE_PROFILER;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<NoWarn>0169</NoWarn>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>Temp\bin\Release\</OutputPath>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<NoWarn>0169</NoWarn>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
<Reference Include="System.XML" />
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="UnityEngine">
<HintPath>C:/Program Files/Unity/Editor/Data/Managed/UnityEngine.dll</HintPath>
</Reference>
<Reference Include="UnityEditor">
<HintPath>C:/Program Files/Unity/Editor/Data/Managed/UnityEditor.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="Assets\RNG_Cha.cs" />
<Compile Include="Assets\RNG_Dex.cs" />
<Compile Include="Assets\RNG_HP.cs" />
<Compile Include="Assets\RNG_Int.cs" />
<Compile Include="Assets\RNG_Str.cs" />
<Compile Include="Assets\RNG_Wis.cs" />
<Compile Include="Assets\TextBox.cs" />
<Reference Include="UnityEngine.UI">
<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.Networking">
<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Networking/UnityEngine.Networking.dll</HintPath>
</Reference>
<Reference Include="Mono.Cecil">
<HintPath>C:/Program Files/Unity/Editor/Data/Managed/Mono.Cecil.dll</HintPath>
</Reference>
<Reference Include="UnityEditor.iOS.Extensions.Xcode">
<HintPath>C:/Program Files/Unity/Editor/Data/PlaybackEngines/iOSSupport/UnityEditor.iOS.Extensions.Xcode.dll</HintPath>
</Reference>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->

</Project>
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8 changes: 8 additions & 0 deletions DnD Project/Assets/DexText.prefab.meta

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32 changes: 32 additions & 0 deletions DnD Project/Assets/RNG_Cha.cs
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using UnityEngine;
using System.Collections;

public class RNG_Cha : MonoBehaviour {
//Base Values
public int ChaValue = 0;
public int ChaValue1 = 0;
public int ChaValue2 = 0;
public int ChaValue3 = 0;
private string ChaString;


// Use this for initialization
void Start()
{
//Rolls
ChaValue1 = Random.Range(1, 6);
ChaValue2 = Random.Range(1, 6);
ChaValue3 = Random.Range(1, 6);
ChaValue = ChaValue1 + ChaValue2 + ChaValue3;
//String Value
ChaString = ChaValue.ToString();

Debug.Log(ChaString);
}

// Update is called once per frame
void Update()
{

}
}
12 changes: 12 additions & 0 deletions DnD Project/Assets/RNG_Cha.cs.meta

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33 changes: 33 additions & 0 deletions DnD Project/Assets/RNG_Dex.cs
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using UnityEngine;
using System.Collections;

public class RNG_Dex : MonoBehaviour
{
//Base Values
public int DexValue = 0;
public int DexValue1 = 0;
public int DexValue2 = 0;
public int DexValue3 = 0;
private string DexString;


// Use this for initialization
void Start()
{
//Rolls
DexValue1 = Random.Range(1, 6);
DexValue2 = Random.Range(1, 6);
DexValue3 = Random.Range(1, 6);
DexValue = DexValue1 + DexValue2 + DexValue3;
//String Value
DexString = DexValue.ToString();

Debug.Log(DexString);
}

// Update is called once per frame
void Update()
{

}
}
12 changes: 12 additions & 0 deletions DnD Project/Assets/RNG_Dex.cs.meta

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57 changes: 57 additions & 0 deletions DnD Project/Assets/RNG_HP.cs
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using UnityEngine;
using System.Collections;

public class RNG_HP : MonoBehaviour {
//HP Base Values
public int HPValue = 0;
public int HPValue1 = 0;
public int HPValue2 = 0;
public int HPValue3 = 0;

private string HPString;

public int conHpMod = 0;


//Con base Values
public int ConValue = 0;
public int ConValue1 = 0;
public int ConValue2 = 0;
public int ConValue3 = 0;

public int conPercent = 0;

private string ConString;


// Use this for initialization
void Start()
{
//HP Rolls
HPValue1 = Random.Range(1, 8);
HPValue2 = Random.Range(1, 8);
HPValue3 = Random.Range(1, 8);
HPValue = HPValue1 + HPValue2 + HPValue3 + conHpMod;

//Constituion Rolls
ConValue1 = Random.Range(1, 6);
ConValue2 = Random.Range(1, 6);
ConValue3 = Random.Range(1, 6);
ConValue = ConValue1 + ConValue2 + ConValue3;
//String Value
HPString = HPValue.ToString();
ConString = ConValue.ToString();

//ConHPModifiers
conHpMod = ConValue / 10;


Debug.Log(HPString);
Debug.Log(ConValue);
}

// Update is called once per frame
void Update()
{
}
}
12 changes: 12 additions & 0 deletions DnD Project/Assets/RNG_HP.cs.meta

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34 changes: 34 additions & 0 deletions DnD Project/Assets/RNG_Int.cs
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using UnityEngine;
using System.Collections;

public class RNG_Int : MonoBehaviour
{
//Base Values
public int IntValue = 0;
public int IntValue1 = 0;
public int IntValue2 = 0;
public int IntValue3 = 0;
private string IntString;


// Use this for initialization
void Start()
{
//Rolls
IntValue1 = Random.Range(1, 6);
IntValue2 = Random.Range(1, 6);
IntValue3 = Random.Range(1, 6);
IntValue = IntValue1 + IntValue2 + IntValue3;
//String Value
IntString = IntValue.ToString();

Debug.Log(IntString);
}

// Update is called once per frame
void Update()
{

}
}

12 changes: 12 additions & 0 deletions DnD Project/Assets/RNG_Int.cs.meta

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51 changes: 51 additions & 0 deletions DnD Project/Assets/RNG_Str.cs
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using UnityEngine;
using System.Collections;
using UnityEngine.UI;


public class RNG_Str : MonoBehaviour {

public Canvas GameCanvas;

public int StrValue = 0;
public int StrValue1 = 0;
public int StrValue2 = 0;
public int StrValue3 = 0;
private string StrString;


// Use this for initialization
void Start() {
//Strength Rolls
StrValue1 = Random.Range(1, 6);
StrValue2 = Random.Range(1, 6);
StrValue3 = Random.Range(1, 6);
StrValue = StrValue1 + StrValue2 + StrValue3;
//String Value
StrString = StrValue.ToString();

Debug.Log(StrString);
}

public Text strText;
public void SetText(string text)
{
strText.text = StrString;
}

// Use this for initialization
void start ()
{
//setPropertyModification(RNG_Str as Text as strText);
// UnityEditor.PrefabUtility.ReplacePrefab(strText, strText);
//strText.guiText.
}


// Update is called once per frame
void Update()
{

}
}

12 changes: 12 additions & 0 deletions DnD Project/Assets/RNG_Str.cs.meta

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