Beispiel #1
0
    // the following logic arguments decide what cube to spawn. It was unclear whether I should only allow one gold to spawn ever,
    // or only one at a time, or only one in a row. I interpreted it to mean only spawn a gold cube if there aren't any gold cubes,
    // and also the last cube spawned wasn't a gold cube, so the player can't just keep clicking the gold cube.

    // regarding the return values, return will set lastSpawned to the relevant type, then pass that type back to whatever called the function.
    oreType oreToSpawn()
    {
        if (bronzeCount == 2 && silverCount == 2 && lastSpawned != oreType.Gold && goldCount == 0)
        {
            return(lastSpawned = oreType.Gold);
        }
        else if (bronzeCount < 4)
        {
            return(lastSpawned = oreType.Bronze);
        }
        else
        {
            return(lastSpawned = oreType.Silver);
        }
    }
Beispiel #2
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    float density, meltPoint, boilPoint, hardness, tensile, rigidity, conductance, attunement, resistance; //how well the material repels magical energy (this is not just a defensive stat)

    #endregion Fields

    #region Constructors

    /// <summary>
    /// Creates an entry of the <see cref="OreData"/> class.
    /// </summary>
    /// <param name="dens">The density of the material (g/m^3).</param>
    /// <param name="melt">Melting point in degrees K</param>
    /// <param name="boil">Boiling point in degrees K</param>
    /// <param name="hard">How well the material can take a hit</param>
    /// <param name="tens">How well the material absorbs a hit</param>
    /// <param name="rigi">How well the material holds a shape/point</param>
    /// <param name="cond">How well the material conducts electricity</param>
    /// <param name="attu">How well the material holds a magic charge</param>
    /// <param name="resi">How well the material repels magical energy</param>
    public OreItem(oreType o, float dens, float melt, float boil, float hard, float tens, float rigi, float cond, float attu, float resi)
    {
        itemID = o.GetHashCode() + 300;
        type = o;
        itemName = o.ToString();
        itemType = ItemType.Resource;
        quantity = 0;
        density = dens;
        meltPoint = melt;
        boilPoint = boil;
        hardness = hard;
        tensile = tens;
        rigidity = rigi;
        conductance = cond;
        attunement = attu;
        resistance = resi;
        itemDesc = "";
        quantity = 0;
        itemIcon = Resources.Load<Sprite>("ItemIcons/" + itemName);
    }
Beispiel #3
0
 public OreItem(oreType oType, float ammount)
 {
     itemName = oType.ToString();
     type = oType;
 }
 // the following logic arguments decide what cube to spawn. It was unclear whether I should only allow one gold to spawn ever,
 // or only one at a time, or only one in a row. I interpreted it to mean only spawn a gold cube if there aren't any gold cubes,
 // and also the last cube spawned wasn't a gold cube, so the player can't just keep clicking the gold cube.
 // regarding the return values, return will set lastSpawned to the relevant type, then pass that type back to whatever called the function.
 oreType oreToSpawn()
 {
     if (bronzeCount == 2 && silverCount == 2 && lastSpawned != oreType.Gold && goldCount == 0) {
         return lastSpawned = oreType.Gold;
     } else if (bronzeCount < 4) {
         return lastSpawned = oreType.Bronze;
     } else
         return lastSpawned = oreType.Silver;
 }