public CardData[] GenerateStoreInventory(int depth)
    {
        CardData[]      newInventory      = new CardData[4];
        List <CardData> availableCardList = DataRetriever.GetRandomCardPool().ToList();

        newInventory[0] = GenerateSlotItem(ref availableCardList, 100 - chancesOfHealthInSlot1, gameStateManager.HealthCard);
        newInventory[1] = GenerateSlotItem(ref availableCardList, 100 - chancesOfUpgradeInSlot2, gameStateManager.UpgradeCard);
        newInventory[2] = GenerateSlotItem(ref availableCardList, chancesOfCardInSlot3, null);
        newInventory[3] = GenerateSlotItem(ref availableCardList, chancesOfCardInSlot4, null);

        return(newInventory);
    }
Beispiel #2
0
    CardData GenerateRandomScenarioReward()
    {
        int      randomNumber   = rand.Next(1, 101);
        CardData scenarioReward = goldRewardCard;

        if (randomNumber <= oddsOfNewCard)
        {
            CardData[]      currentlyEquippedCards = CurrentCampaign.inventory.equippedCards;
            List <CardData> availableCardPool      = DataRetriever.GetRandomCardPool().Where(card => !currentlyEquippedCards.Contains(card)).ToList();
            scenarioReward = availableCardPool.GetRandomElement();
        }
        else if (randomNumber <= oddsOfNewCard + oddsOfUpgrade)
        {
            scenarioReward = upgradeCard;
        }
        return(scenarioReward);
    }