public static void StartingHardware() { switch (GameInformation.PlayerClass.ClassName) { case ("Derezzer"): GameInformation.EquipOffensiveHardware(BaseOffensiveHardware.Find(1)); GameInformation.EquipOffensiveHardware(BaseOffensiveHardware.Find(2)); break; case ("Warden"): GameInformation.EquipOffensiveHardware(BaseOffensiveHardware.Find(3)); break; case ("Tracer"): GameInformation.EquipOffensiveHardware(BaseOffensiveHardware.Find(4)); break; } }
public static BaseOffensiveHardware TestEqualizer() { BaseOffensiveHardware newEqualizer = new BaseOffensiveHardware(); newEqualizer.OffensiveHardwareType = BaseOffensiveHardware.OffensiveHardwareTypes.EQUALIZER; newEqualizer.ItemName = "Equalizer of a Thousand Truths"; newEqualizer.Rarity = "Anomaly"; newEqualizer.ItemDescription = "You are not prepared."; newEqualizer.ItemID = -1; newEqualizer.ImageID= "equalizer_common_5"; newEqualizer.CPURequirement = 1; newEqualizer.Strength = 10; newEqualizer.Dexterity = 10; newEqualizer.Intellect = 10; newEqualizer.RAM = 10; return newEqualizer; }
public void CreateHardware(int teir, float relic, float rare, float iceWeight, float ramWeight, float strWeight, float intWeight, float dexWeight) { int level = DetermineLevel(teir); newHardware = new BaseOffensiveHardware(); ChooseHardwareType (); newHardware.ItemName = "OHW" + Random.Range(1,100); newHardware.RAM = DetermineStatValue(level, newHardware.Rarity, ramWeight);; newHardware.ItemDescription = "Description" + Random.Range(1,100); newHardware.Generic = true; BaseHardware.GenericID += 1; newHardware.ItemID = BaseHardware.GenericID; newHardware.CPURequirement = level; newHardware.Strength = DetermineStatValue(level, newHardware.Rarity, strWeight); newHardware.Dexterity = DetermineStatValue(level, newHardware.Rarity, dexWeight); newHardware.Intellect = DetermineStatValue(level, newHardware.Rarity, intWeight); ChooseRarityType(relic, rare); // 0.03f, 0.15f == 0.03% & 0.15% }
public void CreateHardware(int teir, float relic, float rare, float iceWeight, float ramWeight, float strWeight, float intWeight, float dexWeight) { int level = DetermineLevel(teir); newHardware = new BaseOffensiveHardware(); ChooseHardwareType(); newHardware.ItemName = "OHW" + Random.Range(1, 100); newHardware.RAM = DetermineStatValue(level, newHardware.Rarity, ramWeight);; newHardware.ItemDescription = "Description" + Random.Range(1, 100); newHardware.Generic = true; BaseHardware.GenericID += 1; newHardware.ItemID = BaseHardware.GenericID; newHardware.CPURequirement = level; newHardware.Strength = DetermineStatValue(level, newHardware.Rarity, strWeight); newHardware.Dexterity = DetermineStatValue(level, newHardware.Rarity, dexWeight); newHardware.Intellect = DetermineStatValue(level, newHardware.Rarity, intWeight); ChooseRarityType(relic, rare); // 0.03f, 0.15f == 0.03% & 0.15% }
public static BaseOffensiveHardware TestEqualizer() { BaseOffensiveHardware newEqualizer = new BaseOffensiveHardware(); newEqualizer.OffensiveHardwareType = BaseOffensiveHardware.OffensiveHardwareTypes.EQUALIZER; newEqualizer.ItemName = "Equalizer of a Thousand Truths"; newEqualizer.Rarity = "Anomaly"; newEqualizer.ItemDescription = "You are not prepared."; newEqualizer.ItemID = -1; newEqualizer.ImageID = "equalizer_common_5"; newEqualizer.CPURequirement = 1; newEqualizer.Strength = 10; newEqualizer.Dexterity = 10; newEqualizer.Intellect = 10; newEqualizer.RAM = 10; return(newEqualizer); }
public static BaseOffensiveHardware TestBarrier() { BaseOffensiveHardware newBarrier = new BaseOffensiveHardware(); newBarrier.OffensiveHardwareType = BaseOffensiveHardware.OffensiveHardwareTypes.BARRIER; newBarrier.ItemName = "Unbreakable Barrier"; newBarrier.Rarity = "Anomaly"; newBarrier.ItemDescription = "If you breach this barrier, you'll realize you never did."; newBarrier.ItemID = -1; newBarrier.ImageID= "barrier_common_2"; newBarrier.CPURequirement = 1; newBarrier.Strength = 10; newBarrier.Dexterity = 10; newBarrier.Intellect = 10; newBarrier.ICE = 10; newBarrier.RAM = 10; return newBarrier; }
public static BaseOffensiveHardware TestBarrier() { BaseOffensiveHardware newBarrier = new BaseOffensiveHardware(); newBarrier.OffensiveHardwareType = BaseOffensiveHardware.OffensiveHardwareTypes.BARRIER; newBarrier.ItemName = "Unbreakable Barrier"; newBarrier.Rarity = "Anomaly"; newBarrier.ItemDescription = "If you breach this barrier, you'll realize you never did."; newBarrier.ItemID = -1; newBarrier.ImageID = "barrier_common_2"; newBarrier.CPURequirement = 1; newBarrier.Strength = 10; newBarrier.Dexterity = 10; newBarrier.Intellect = 10; newBarrier.ICE = 10; newBarrier.RAM = 10; return(newBarrier); }
public static void EquipOffensiveHardware(BaseOffensiveHardware newHardware) // check for main or off as an argument { switch (newHardware.OffensiveHardwareType) { case (BaseOffensiveHardware.OffensiveHardwareTypes.SABER): GameInformation.EquipedMainHand = newHardware; GameInformation.MainHandIsEquiped = true; break; case (BaseOffensiveHardware.OffensiveHardwareTypes.BARRIER): // Debug.Log(newHardware.ItemName); GameInformation.EquipedOffHand = newHardware; GameInformation.OffHandIsEquiped = true; break; case (BaseOffensiveHardware.OffensiveHardwareTypes.SPIKE): // EquipBothHands(newHardware) to remove main and off GameInformation.EquipedMainHand = newHardware; GameInformation.MainHandIsEquiped = true; break; case (BaseOffensiveHardware.OffensiveHardwareTypes.DISKS): GameInformation.EquipedMainHand = newHardware; GameInformation.MainHandIsEquiped = true; break; case (BaseOffensiveHardware.OffensiveHardwareTypes.TWIN_BLADES): GameInformation.EquipedMainHand = newHardware; GameInformation.MainHandIsEquiped = true; break; case (BaseOffensiveHardware.OffensiveHardwareTypes.EQUALIZER): GameInformation.EquipedMainHand = newHardware; GameInformation.MainHandIsEquiped = true; break; } }
public static void EquipOffensiveHardware(BaseOffensiveHardware newHardware) { // check for main or off as an argument switch(newHardware.OffensiveHardwareType){ case(BaseOffensiveHardware.OffensiveHardwareTypes.SABER): GameInformation.EquipedMainHand = newHardware; GameInformation.MainHandIsEquiped = true; break; case(BaseOffensiveHardware.OffensiveHardwareTypes.BARRIER): // Debug.Log(newHardware.ItemName); GameInformation.EquipedOffHand = newHardware; GameInformation.OffHandIsEquiped = true; break; case(BaseOffensiveHardware.OffensiveHardwareTypes.SPIKE): // EquipBothHands(newHardware) to remove main and off GameInformation.EquipedMainHand = newHardware; GameInformation.MainHandIsEquiped = true; break; case(BaseOffensiveHardware.OffensiveHardwareTypes.DISKS): GameInformation.EquipedMainHand = newHardware; GameInformation.MainHandIsEquiped = true; break; case(BaseOffensiveHardware.OffensiveHardwareTypes.TWIN_BLADES): GameInformation.EquipedMainHand = newHardware; GameInformation.MainHandIsEquiped = true; break; case(BaseOffensiveHardware.OffensiveHardwareTypes.EQUALIZER): GameInformation.EquipedMainHand = newHardware; GameInformation.MainHandIsEquiped = true; break; } }