поэтому сначала я создаю элементы, а затем добавляю их в список. Но я понятия не имею, как я могу вернуть этот элемент из списка 1 на 1 и указать его переменные. Вот код для добавления элементов в список
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ConsoleApplication4
{
class Program
{
public static Random Random = new Random();
static void Main(string[] args)
{
List<Item> Items = new List<Item>();
int itemAmmount;
Console.WriteLine("Please enter the amount of items you want.");
itemAmmount = Convert.ToInt32(Console.ReadLine());
int DropRarity;
int ItemCount;
int i;
for(i = 0; i < itemAmmount; i++)
{
DropRarity = Random.Next(1, 6);
Items.Add(new Item(DropRarity, i));
}
for(int a = 0; a < itemAmmount;)
{
string Name1 = Items.Select(C => C.Name);
int Damage =
int Health =
int Mana =
}
}
}
}
А вот и код для генератора предметов
namespace ConsoleApplication4
{
class Item
{
public static string ID { get; set; }
public static int Damage { get; set; }
public static int Defense { get; set; }
public static string Name;
public static int HP, MANA;
public static string Rarity;
public static int NumberOfNames;
public static string ItemType;
public static Random Random = new Random();
public static List<string> ItemTypeList = new List<string> { "Chest area armor", "Weapon", "Shield", "Head area armor", "Leggings", "Shoes", "Gloves", "Belt", "Ring" };
public static List<string> WeaponList = new List<string> { "Staff", "Sword", "Dagger", "Wand", "Axe", "Mace" };
public static string WeaponType;
public static string Value;
public static List<string> DamageType = new List<string> { "Meele", "Magic" };
public static List<string> WeaponListMeele = new List<string> { "Staff", "Wand" };
public static List<string> WeaponListMagic = new List<string> { "Sword", "Dagger", "Axe", "Mace" };
public static List<string> ValuePoor = new List<string> { "Wooden", "Bronze" };
public static List<string> ValueCommon = new List<string> { "Bronze", "Iron" };
public static List<string> Value2 = new List<string> { "Silver", "Steel", "Iron" };
public static List<string> ValueElite = new List<string> { "Silver", "Steel", "Dragon Glass", "Adamantium", "Titanium", "Arcane" };
public static List<string> ValueLegendary = new List<string> { "Dragon Glass", "Adamantium", "Titanium", "Arcane" };
public static List<string> ArmorValuePoor = new List<string> { "Cloth", "Leather" };
public static List<string> ArmorValueCommon = new List<string> { "Cloth", "Leather", "Iron" };
public static List<string> ArmorValue2 = new List<string> { "Iron", "Silver", "Steel" };
public static List<string> ArmorValueElite = new List<string> { "Silver", "Steel", "Titanium", "Arcane", "Dragon Glass", "Titanium" };
public static List<string> ArmorValueLegendary = new List<string> { "Titanium", "Arcane", "Dragon Glass", "Adamantium" };
public static List<string> Name1 = new List<string> { "Stupid", "Great", "Powerful", "Epic", "Masterfull", "Mighty", "Bountiful", "Foreverlasting", "Pointless", "Useless" };
public static List<string> Name2 = new List<string> { "Things", "Power", "Proportions", "Torment", "Legs", "Turnament", "Shit", "Crazyness", "Awesomeness" };
public static List<string> NameLenght3List = new List<string> { "Ragnarok", "Power", "Bondage", "Noobs", "Great Weakness", "Error", "404", "Torture", "SHIT STATS(No idea since I'm not good enough to programm stats based on names)", "The Dark Lord", "Emperor", "Monkey Kong", "I ran out of words", "Blablabla" };
public Item(int droprarity, int i)
{
int dropRarity = droprarity;
NumberOfNames = NumberOfNamesGenerator(dropRarity);
Rarity = RarityGenerator(dropRarity);
ItemType = ItemTypeGenerator();
if (ItemType == "Sword")
{
WeaponType = DamageType[Random.Next(0, DamageType.Count)];
if (ItemType == "Meele")
{
ItemType = WeaponListMeele[Random.Next(0, WeaponListMeele.Count)];
}
else
{
ItemType = WeaponListMagic[Random.Next(0, WeaponListMagic.Count)];
}
}
if (WeaponList.Contains(ItemType))
{
Value = WeaponValueGenerator(dropRarity);
Damage = WeaponDamage(dropRarity);
}
else
{
Value = ArmorValueGenerator(dropRarity);
HP = ArmorHealthGen(dropRarity);
int RandomChance = Random.Next(0, 100);
if (RandomChance <= 75)
{
MANA = ArmorManaGen(dropRarity);
}
}
Name = NameGenerator();
ID = i;
}
public static int IDGenerator
public static string RarityGenerator(int dropRarity)
{
switch (dropRarity)
{
case 1:
Rarity = "Poor";
break;
case 2:
Rarity = "Common";
break;
case 3:
Rarity = "Uncommon";
break;
case 4:
Rarity = "Elite";
break;
case 5:
Rarity = "Rare";
break;
case 6:
Rarity = "Legendary";
break;
}
return Rarity;
}
public static string ItemTypeGenerator()
{
return string.Format("{0}", ItemTypeList[Random.Next(0, ItemTypeList.Count)]);
}
public static int NumberOfNamesGenerator(int dropRarity)
{
switch (dropRarity)
{
case 1:
NumberOfNames = 2;
break;
case 2:
NumberOfNames = Random.Next(2, 4);
break;
case 3:
NumberOfNames = Random.Next(2, 4);
break;
case 4:
NumberOfNames = Random.Next(2, 5);
break;
case 5:
NumberOfNames = Random.Next(2, 5);
break;
case 6:
NumberOfNames = Random.Next(2, 6);
break;
}
return NumberOfNames;
}
public static string NameGenerator()
{
int nameNR = NumberOfNames;
if (nameNR == 2)
{
return string.Format("{0} {1} {2}", Rarity, Value, ItemType);
}
else if (nameNR == 3)
{
return string.Format("{0} {1} of {2} {3}", Rarity, Value, ItemType, NameLenght3List[Random.Next(0, NameLenght3List.Count)]);
}
else if (nameNR == 4)
{
return string.Format("{0} {1} of {2} {3} {4}", Rarity, Value, ItemType, Name1[Random.Next(0, Name1.Count)], Name2[Random.Next(0, Name2.Count)]);
}
else if (nameNR == 5)
{
return string.Format("{0} {1} of {2} {3} {4} {5}", Rarity, Value, ItemType, Name1[Random.Next(0, Name1.Count)], Name1[Random.Next(0, Name1.Count)], Name2[Random.Next(0, Name2.Count)]);
}
else if (nameNR == 6)
{
return string.Format("{0} {1} of {2} {3} {4} {5} {6}", Rarity, Value, ItemType, Name1[Random.Next(0, Name1.Count)], Name1[Random.Next(0, Name1.Count)], Name1[Random.Next(0, Name1.Count)], Name2[Random.Next(0, Name2.Count)]);
}
else
{
string ErrorSword = "Error Sword/Armor/blablabla";
return ErrorSword;
}
}
public static string WeaponValueGenerator(int droprarity)
{
switch (droprarity)
{
case 1:
Value = ValuePoor[Random.Next(0, ValuePoor.Count)];
break;
case 2:
Value = ValueCommon[Random.Next(0, ValueCommon.Count)];
break;
case 3:
Value = Value2[Random.Next(0, Value2.Count)];
break;
case 4:
Value = ValueElite[Random.Next(0, ValueElite.Count)];
break;
case 5:
Value = ValueElite[Random.Next(0, ValueElite.Count)];
break;
case 6:
Value = ValueLegendary[Random.Next(0, ValueLegendary.Count)];
break;
}
return Value;
}
public static string ArmorValueGenerator(int droprarity)
{
switch (droprarity)
{
case 1:
Value = ArmorValuePoor[Random.Next(0, ArmorValuePoor.Count)];
break;
case 2:
Value = ArmorValueCommon[Random.Next(0, ArmorValueCommon.Count)];
break;
case 3:
Value = ArmorValue2[Random.Next(0, ArmorValue2.Count)];
break;
case 4:
Value = ArmorValueElite[Random.Next(0, ArmorValueElite.Count)];
break;
case 5:
Value = ArmorValueElite[Random.Next(0, ArmorValueElite.Count)];
break;
case 6:
Value = ArmorValueLegendary[Random.Next(0, ArmorValueLegendary.Count)];
break;
}
return Value;
}
public static int WeaponDamage(int droprarity)
{
switch (droprarity)
{
case 1:
Damage = Random.Next(5, 20);
break;
case 2:
Damage = Random.Next(25, 45);
break;
case 3:
Damage = Random.Next(50, 105);
break;
case 4:
Damage = Random.Next(110, 200);
break;
case 5:
Damage = Random.Next(210, 500);
break;
case 6:
Damage = Random.Next(550, 1200);
break;
}
return Damage;
}
public static int ArmorHealthGen(int droprarity)
{
switch (droprarity)
{
case 1:
HP = Random.Next(5, 20);
break;
case 2:
HP = Random.Next(25, 45);
break;
case 3:
HP = Random.Next(50, 105);
break;
case 4:
HP = Random.Next(110, 200);
break;
case 5:
HP = Random.Next(210, 500);
break;
case 6:
HP = Random.Next(550, 1200);
break;
}
return HP;
}
public static int ArmorManaGen(int droprarity)
{
switch (droprarity)
{
case 1:
MANA = Random.Next(5, 20);
break;
case 2:
MANA = Random.Next(25, 45);
break;
case 3:
MANA = Random.Next(50, 105);
break;
case 4:
MANA = Random.Next(110, 200);
break;
case 5:
MANA = Random.Next(210, 500);
break;
case 6:
MANA = Random.Next(550, 1200);
break;
}
return MANA;
}
}
} введите код сюда
static
. Например,static string ID
должно бытьstring ID
. Вам нужно будет изменить большую часть вашего класса Item, чтобы справиться с этими изменениями! - person Idle_Mind   schedule 06.10.2015