Beispiel #1
0
    // 8 shots * 10 dmg / 4 s reload (is full auto) = 22 DPS
    public override Gun spawn(float rarity)
    {
        M1911 m = new M1911();

        m.crit_chance = rarity / 10f;                      // Worst gun never crits, best gun crits 10%
        m.range       = UnityEngine.Random.Range(8f, 12f); // 5 to 8 tiles regardless of rarity
        m.capacity    = (rarity > 0.5 ? 12 : 8);           // above half rarity? extended mag
        return(m);
    }
Beispiel #2
0
    public void addGuns()
    {
        for (int i = 0; i != ((dim_ * dim_) / 1000); ++i)
        {
            Gun g = null;
            switch (Random.Range(0, 4))
            {
            case 0: g = new Musket().spawn(0); break;

            case 1: g = new Revolver().spawn(0); break;

            case 2: g = new M1911().spawn(0);  break;

            case 3: g = new ShortyShotgun().spawn(0); break;
            }

            tiles_[Random.Range(0, dim_), Random.Range(0, dim_)] = new GroundGun(g);
        }
    }