public void GenerateWeapon() { int typeSelect = Random.Range(0, 6); weaponName = weaponTypes[typeSelect]; int classSelect = Random.Range(0, 4); Class = classTypes[classSelect]; int modSelect = Random.Range(0, 10); modName = Modifier[modSelect]; int modSelect2 = Random.Range(0, 10); modName2 = Modifier2[modSelect2]; if (Random.Range(0, 2) == 1) { UniqueType = true; } else { UniqueType = false; } if (UniqueType) { int uniqueSelect = Random.Range(0, 6); myUniqueTypes = uniqueNames[uniqueSelect]; } else { myUniqueTypes = ""; } weaponName = weaponTypes[typeSelect] + myUniqueTypes; if (weaponTypes [typeSelect] == " Axe") { DamageStat = Random.Range(50, 70); Cost = Random.Range(30, 50); SpeedStat = Random.Range(5, 20); Durability = Random.Range(20, 40); Class = classTypes[classSelect]; modName = Modifier[modSelect]; modName2 = Modifier2[modSelect2]; } else if (weaponTypes [typeSelect] == " Sword") { DamageStat = Random.Range(30, 50); Cost = Random.Range(25, 40); SpeedStat = Random.Range(10, 30); Durability = Random.Range(20, 40); Class = classTypes[classSelect]; modName = Modifier[modSelect]; modName2 = Modifier2[modSelect2]; } else if (weaponTypes [typeSelect] == " Dagger") { DamageStat = Random.Range(20, 40); Cost = Random.Range(5, 20); SpeedStat = Random.Range(20, 50); Durability = Random.Range(30, 40); Class = classTypes[classSelect]; modName = Modifier[modSelect]; modName2 = Modifier2[modSelect2]; } else if (weaponTypes [typeSelect] == " Shield") { DamageStat = Random.Range(5, 10); Cost = Random.Range(30, 60); SpeedStat = Random.Range(0, 10); Durability = Random.Range(60, 80); Class = classTypes[classSelect]; modName = Modifier[modSelect]; modName2 = Modifier2[modSelect2]; } else if (weaponTypes [typeSelect] == " Mace") { DamageStat = Random.Range(20, 30); Cost = Random.Range(20, 40); SpeedStat = Random.Range(30, 50); Durability = Random.Range(20, 50); Class = classTypes[classSelect]; modName = Modifier[modSelect]; modName2 = Modifier2[modSelect2]; } else if (weaponTypes [typeSelect] == " Crossbow") { DamageStat = Random.Range(30, 45); Cost = Random.Range(30, 45); SpeedStat = Random.Range(30, 50); Durability = Random.Range(10, 30); Class = classTypes[classSelect]; modName = Modifier[modSelect]; modName2 = Modifier2[modSelect2]; } weaponNameTextObj.GetComponent <Text>().text = weaponName; classText.GetComponent <Text>().text = Class; damageText.GetComponent <Text>().text = DamageStat.ToString() + " %Bonus Damage"; costText.GetComponent <Text>().text = Cost.ToString() + " Gold"; durabilityText.GetComponent <Text>().text = Durability.ToString() + " %Bonus Durability"; speedText.GetComponent <Text>().text = SpeedStat.ToString() + " %Bonus Speed"; modifierText.GetComponent <Text> ().text = modName; modifier2Text.GetComponent <Text> ().text = modName2; }
public void GenerateWeapon() { int typeSelect = Random.Range(0, 6); weaponName = weaponTypes[typeSelect]; int classSelect = Random.Range(0, 3); Class = classTypes[classSelect]; if (Random.Range(0, 2) == 1) { UniqueType = true; } else { UniqueType = false; } if (UniqueType) { int uniqueSelect = Random.Range(0, 6); myUniqueTypes = uniqueNames[uniqueSelect]; } else { myUniqueTypes = ""; } weaponName = weaponTypes[typeSelect] + myUniqueTypes; if (weaponTypes[typeSelect] == " Axe") { DamageStat = Random.Range(50, 70); Cost = Random.Range(30, 50); SpeedStat = Random.Range(5, 20); Durability = Random.Range(20, 40); Class = "Barbarian"; } else if (weaponTypes[typeSelect] == " Sword") { DamageStat = Random.Range(30, 50); Cost = Random.Range(25, 40); SpeedStat = Random.Range(10, 30); Durability = Random.Range(20, 40); Class = "Barbarian"; } else if (weaponTypes[typeSelect] == " Dagger") { DamageStat = Random.Range(20, 40); Cost = Random.Range(5, 20); SpeedStat = Random.Range(20, 50); Durability = Random.Range(30, 40); Class = "Thief"; } else if (weaponTypes[typeSelect] == " Shield") { DamageStat = Random.Range(5, 10); Cost = Random.Range(30, 60); SpeedStat = Random.Range(0, 10); Durability = Random.Range(60, 80); Class = "Paladin"; } else if (weaponTypes[typeSelect] == " Mace") { DamageStat = Random.Range(20, 30); Cost = Random.Range(20, 40); SpeedStat = Random.Range(30, 50); Durability = Random.Range(20, 50); Class = "Paladin"; } else if (weaponTypes[typeSelect] == " Bow") { DamageStat = Random.Range(30, 45); Cost = Random.Range(30, 45); SpeedStat = Random.Range(30, 50); Durability = Random.Range(10, 30); Class = "Thief"; } weaponNameTextObj.GetComponent <Text>().text = weaponName; classText.GetComponent <Text>().text = Class; damageText.GetComponent <Text>().text = DamageStat.ToString() + " Damage"; costText.GetComponent <Text>().text = Cost.ToString() + " Cost"; durabilityText.GetComponent <Text>().text = Durability.ToString() + " Durability"; speedText.GetComponent <Text>().text = SpeedStat.ToString() + " Speed"; }