//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; } }
//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; }