Ejemplo n.º 1
0
    //il controllo per non scendere di rank viene fatto nel set
    public void UpdateRank()
    {
        int winLoseForRankUp = HeroesManager.singleton.tournaments[HeroesManager.singleton.activeTournament].winLoseForRankUp;

        if (winCount - loseCount < winLoseForRankUp * 1)
        {
            Rank = HeroesManager.Rank.D;
        }
        else if (winCount - loseCount < winLoseForRankUp * 2)
        {
            Rank = HeroesManager.Rank.C;
        }
        else if (winCount - loseCount < winLoseForRankUp * 3)
        {
            Rank = HeroesManager.Rank.B;
        }
        else if (winCount - loseCount < winLoseForRankUp * 4)
        {
            Rank = HeroesManager.Rank.A;
        }
        else
        {
            Rank = HeroesManager.Rank.S;
        }
    }
Ejemplo n.º 2
0
    //power

    public Hero(int pos)
    {
        constitutionMin = Random.Range(lowMinValue, lowMaxValue);
        constitutionMax = Random.Range(highMinValue, highMaxValue);
        forceMin        = Random.Range(lowMinValue, lowMaxValue);
        forceMax        = Random.Range(highMinValue, highMaxValue);

        precisionMin = Random.Range(lowMinValue, lowMaxValue);
        precisionMax = Random.Range(highMinValue, highMaxValue);
        dodgeMin     = Random.Range(lowMinValue, lowMaxValue);
        dodgeMax     = Random.Range(highMinValue, highMaxValue);

        id       = HeroesManager.singleton.heroCount++;
        arrayPos = pos;

        constitutionMin = constitutionMin > constitutionMax ? constitutionMax - 1 : constitutionMin;
        forceMin        = forceMin > forceMax ? forceMax - 1 : forceMin;
        precisionMin    = precisionMin > precisionMax ? precisionMax - 1 : precisionMin;
        dodgeMin        = dodgeMin > dodgeMax ? dodgeMax - 1 : dodgeMin;

        rank = HeroesManager.Rank.D;
        UpdateRank();
        isNew = true;
    }