/// <summary> /// Sets the rarity modified values based on the given rarity. /// </summary> /// <param name="rarityTierArg"></param> public void SetupRarityModifiers(RarityTier rarityTierArg) { // get a random stat multiplier for the damage stat from the given rarity /*float randomRarityMultiplier = Random.Range(rarityTierArg.statMultiplierBoundaryLow, * rarityTierArg.statMultiplierBoundaryHigh);*/ // TEMP LINE!!! Apparently, Random cannot be called during serilization so just doing this for now... float randomRarityMultiplier = (rarityTierArg.statMultiplierBoundaryLow + rarityTierArg.statMultiplierBoundaryHigh) / 2f; // set the rarity modified damage boundary stats using the retrieved modifier damageBoundaryLowRarityModified = Mathf.RoundToInt(damageBoundaryLowBase * randomRarityMultiplier); damageBoundaryHighRarityModified = Mathf.RoundToInt(damageBoundaryHighBase * randomRarityMultiplier); // ensure rarity modified damage boundaries are valid values damageBoundaryLowRarityModified = Mathf.Max(damageBoundaryLowRarityModified, 0); damageBoundaryHighRarityModified = Mathf.Max(damageBoundaryHighRarityModified, 0); // get a random stat multiplier for the attack rate stat from the given rarity /*randomRarityMultiplier = Random.Range(rarityTierArg.statMultiplierBoundaryLow, * rarityTierArg.statMultiplierBoundaryHigh);*/ // TEMP LINE!!! Apparently, Random cannot be called during serilization so just doing this for now... randomRarityMultiplier = (rarityTierArg.statMultiplierBoundaryLow + rarityTierArg.statMultiplierBoundaryHigh) / 2f; // set the rarity modified attack rate stat using the retrieved modifier attackRateRarityModified = attackRateBase / randomRarityMultiplier; // ensure rarity modified attack rate is a valid value attackRateRarityModified = Mathf.Max(attackRateRarityModified, 0f); }
public Resource(int id, string name, RarityTier rarity, string description, ResourceType type, string spritePath) { this.id = id + Constant.IDMask.RESOURCE_ID_MASK; this.name = name; this.rarity = rarity; this.description = description; this.type = type; this.spritePath = spritePath; }
public Equipment(int id, string name, RarityTier rarity, string description, EquipmentPosition position, string spritePath, Character.AllStats stats) { this.id = id; this.name = name; this.rarity = rarity; this.description = description; this.position = position; this.spritePath = spritePath; this.stats = stats; }
private void Setup(InventoryItemInfo templateArg) { itemId = templateArg.itemId; itemName = templateArg.itemName; itemDescription = templateArg.itemDescription; itemPrefixName = templateArg.itemPrefixName; itemRarity = new RarityTier(templateArg.itemRarity); }
private void Setup() { itemId = "0"; itemName = "NAME"; itemDescription = "DESCRIPTION"; itemPrefixName = "PREFIX-NAME"; itemRarity = new RarityTier(); }
private void Setup(RarityTier templateArg) { rarityId = templateArg.rarityId; rarityName = templateArg.rarityName; rarityDescription = templateArg.rarityDescription; statMultiplierBoundaryLow = templateArg.statMultiplierBoundaryLow; statMultiplierBoundaryHigh = templateArg.statMultiplierBoundaryHigh; rarityHexColorCode = templateArg.rarityHexColorCode; contentPrefixName = templateArg.contentPrefixName; }
public Resource(int id, string name, RarityTier rarity, string description, ResourceType type, string spritePath, CraftingData craftingMaterials) { if (!IsRecipeType(type)) { Debug.LogError("Only Recipe type can contain CraftingMaterials. Otherwise may caused errors."); } this.id = id; this.name = name; this.rarity = rarity; this.description = description; this.type = type; this.spritePath = spritePath; this.craftingData = craftingMaterials; }
public Resource(int id, string name, RarityTier rarity, string description, ResourceType type, string spritePath, Effect effect) { if (!(type == ResourceType.Consumable || type == ResourceType.Gadget || type == ResourceType.Medicine)) { Debug.LogError("Only Consumable type can contain Effect. Otherwise may caused errors."); } this.id = id; this.name = name; this.rarity = rarity; this.description = description; this.type = type; this.spritePath = spritePath; this.effect = effect; }
PickUpTier GetTier() { if (tiersProbability.Count == 0) { for (int i = 0; i < tiers.Count; i++) { for (int j = 0; j < tiers[i].rarity; j++) { tiersProbability.Add(tiers[i].tier); } } } int id = Random.Range(0, tiersProbability.Count); RarityTier rarity = tiersProbability[id]; tiersProbability.Remove(rarity); PickUpTier tier = dicTiers[rarity]; return(tier); }
public RarityTier(RarityTier templateArg) { Setup(templateArg); }