public static BaseArmour generate(int round)
    {
        int ctr = 0;

        armour = new BaseArmour();
        ctr++;
        pickArmourType();
        switch (armour.Armour)
        {
        case (BaseArmour.ArmourTypes.HELMET):
            armour.Stamina    = Random.Range(3, 6) + (int)(round * 0.5);
            armour.Initiative = Random.Range(1, 2) + (int)(round * 0.1);
            armour.ItemName   = "+" + armour.Stamina.ToString();
            break;

        case (BaseArmour.ArmourTypes.CHEST):
            armour.Strength = Random.Range(2, 4) + (int)(round * 0.25);
            armour.Stamina  = Random.Range(6, 10) + (int)(round * 0.6);
            armour.ItemName = "+" + armour.Stamina + "/+" + armour.Strength;
            break;

        case (BaseArmour.ArmourTypes.BOOTS):
            armour.Stamina  = Random.Range(1, 3) + (int)(round * 0.15);
            armour.Strength = Random.Range(2, 4) + (int)(round * 0.2);
            armour.ItemName = "+" + armour.Stamina + "/+" + armour.Strength;
            break;
        }
        return(armour);
    }
Beispiel #2
0
    // Use this for initialization
    void Start()
    {
        round.text  = " ";
        maxStamina  = 40;
        currStamina = 40;
        strength    = 3;
        initiative  = 7;
        equip       = new BaseArmour();
        equip2      = new BaseArmour();
        equip3      = new BaseArmour();
        weap        = new BaseWeapon();
        pot1        = new BasePotion();
        pot2        = new BasePotion();
        pot3        = new BasePotion();
        int ctr = 0;

        prefabList.Add(Prefab1);
        prefabList.Add(Prefab2);
        SpawnEnemy();
        str.text     = "Strength: " + strength.ToString();
        potion1.text = "Potion1: " + pot1.ItemName;
        potion2.text = "Potion2: " + pot2.ItemName;
        potion3.text = "Potion3: " + pot3.ItemName;
    }
Beispiel #3
0
    void Loot()
    {
        int temp = Random.Range(0, 3);

        if (temp == 0)
        {
            BaseArmour tempArmour = ArmourGenerator.generate(ctr);
            switch (tempArmour.Armour)
            {
            case (BaseArmour.ArmourTypes.HELMET):
                equip = tempArmour;
                break;

            case (BaseArmour.ArmourTypes.CHEST):
                equip2 = tempArmour;
                break;

            case (BaseArmour.ArmourTypes.BOOTS):
                equip3 = tempArmour;
                break;
            }
            Debug.Log("Armour drop");
        }
        else if (temp == 1)
        {
            weap = WeaponGenerator.generate(ctr);
            Debug.Log("Weapon drop");
        }
        else if (temp == 2)
        {
            BasePotion tempPot = PotionGenerator.generate(ctr);
            if (string.Compare(pot1.ItemName, "Empty") == 0)
            {
                pot1 = tempPot;
            }
            else if (string.Compare(pot2.ItemName, "Empty") == 0)
            {
                pot2 = tempPot;
            }
            else if (string.Compare(pot3.ItemName, "Empty") == 0)
            {
                pot3 = tempPot;
            }
            Debug.Log("Potion drop");
        }
        int diffrence = maxStamina - currStamina;

        maxStamina  = 40 + equip.Stamina + equip2.Stamina + equip3.Stamina + weap.Stamina;
        currStamina = 40 + equip.Stamina + equip2.Stamina + equip3.Stamina + weap.Stamina - diffrence;
        if (currStamina > maxStamina)
        {
            currStamina = maxStamina;
        }
        strength     = 3 + equip.Strength + equip2.Strength + equip3.Strength + weap.Strength;
        initiative   = 7 + equip.Initiative + equip2.Initiative + equip3.Initiative + weap.Initiative;
        weapon.text  = "Weapon: " + weap.ItemName;
        arm1.text    = "Helmet: " + equip.ItemName;
        arm2.text    = "Chestplate: " + equip2.ItemName;
        arm3.text    = "Boots: " + equip3.ItemName;
        potion1.text = "Potion1: " + pot1.ItemName;
        potion2.text = "Potion2: " + pot2.ItemName;
        potion3.text = "Potion3: " + pot3.ItemName;
    }