public PGFAreaDamageData() { this.maxDamage = new LinScoredFloat(RandomUtility.RandFloat(MIN_DAMAGE, MAX_DAMAGE), MIN_DAMAGE, MAX_DAMAGE, MAX_DAMAGE); this.maxBlastRange = new LinScoredFloat(RandomUtility.RandFloat(MIN_BLAST_RANGE, MAX_BLAST_RANGE), MIN_BLAST_RANGE, MAX_BLAST_RANGE, MAX_BLAST_RANGE); this.numImpactsToDetonate = new LinScoredFloat(RandomUtility.RandFloat(MIN_NUM_IMPACTS, MAX_NUM_IMPACTS), MIN_NUM_IMPACTS, MAX_NUM_IMPACTS, MAX_NUM_IMPACTS); }
public PGFImpactDamageData() { float f = RandomUtility.RandFloat(MIN_IMPACT_DAMAGE, MAX_IMPACT_DAMAGE); //For now, using a no args constructor and poission distribution select a value this.baseDamage = new LinScoredFloat(value: f, min: MIN_IMPACT_DAMAGE, max: MAX_IMPACT_DAMAGE, idealValue: MAX_IMPACT_DAMAGE); this.damageDropOff = new LinScoredFloat(RandomUtility.RandFloat(MIN_DROPOFF, MAX_DROPOFF), MIN_DROPOFF, MAX_DROPOFF, MIN_DROPOFF); }
private void Start() { TestPGFOne.Instance.onSetCurrentPGF += (pgf) => { this.ScoredFloat = GetPGFValue(pgf); }; if (TestPGFOne.Instance.Current != null) { this.ScoredFloat = GetPGFValue(TestPGFOne.Instance.Current); } }
public PGFRateOfFireData() { this.baseRate = new LinScoredFloat(RandomUtility.RandFloat(PGFBurstData.MIN_SECONDS_BETWEEN_SHOTS, PGFBurstData.MAX_SECONDS_BETWEEN_SHOTS), PGFBurstData.MIN_SECONDS_BETWEEN_SHOTS, PGFBurstData.MAX_SECONDS_BETWEEN_SHOTS, PGFBurstData.MIN_SECONDS_BETWEEN_SHOTS); this.reloadingData = new PGFBurstData(); this.burstData = new List <PGFBurstData>(); int numBurstDatas = (int)RandomUtility.RandFloat(MIN_NUM_BURSTS, MAX_NUM_BURSTS); for (int i = 0; i < numBurstDatas; i++) { burstData.Add(new PGFBurstData()); } //Sort by N burstData.Sort((A, B) => { return(A.n.CompareTo(B.n)); }); }
public LinScoredFloat r; //SecondsBetweenShots public PGFBurstData() { this.n = new LinScoredFloat((int)RandomUtility.RandFloat(MIN_BURST_SIZE, MAX_BURST_SIZE), MIN_BURST_SIZE, MAX_BURST_SIZE, MAX_BURST_SIZE); this.r = new LinScoredFloat(RandomUtility.RandFloat(MIN_SECONDS_BETWEEN_SHOTS, MAX_SECONDS_BETWEEN_SHOTS), MIN_SECONDS_BETWEEN_SHOTS, MAX_SECONDS_BETWEEN_SHOTS, MIN_SECONDS_BETWEEN_SHOTS); }
public LinScoredFloat dropOffRatio; // a ratio //Range is calculaed by AreaDamage - when it explodes determines the range //public float range; public PGFTrajectoryData() { this.maxInitialSpreadAngle = new LinScoredFloat(RandomUtility.RandFloat(MIN_SPREAD, MAX_SPREAD), MIN_SPREAD, MAX_SPREAD, 0f); this.initialSpeed = new LinScoredFloat(RandomUtility.RandFloat(MIN_SPEED, MAX_SPEED), MIN_SPEED, MAX_SPEED, MAX_SPEED); this.dropOffRatio = new LinScoredFloat(RandomUtility.RandFloat(MIN_DROPOFF, MAX_DROPOFF), MIN_DROPOFF, MAX_DROPOFF, MIN_DROPOFF); }