Example #1
0
    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;
        }
    }
Example #2
0
    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%
    }
Example #5
0
    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);
    }
Example #6
0
    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;
    }
Example #7
0
    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;
     }
 }