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); }
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); }