private Propulseur GeneratePropulseur() { Propulseur prop = new Propulseur(); prop.speedMultiplicator = Random.Range(speedBounds[0], speedBounds[1]); prop.speedRotaMultiplicator = Random.Range(slerpBounds[0], slerpBounds[1]); float averageValue = (prop.speedMultiplicator + prop.speedRotaMultiplicator) / 2; averageValue = averageValue * 100 / ((speedBounds[1] + slerpBounds[1]) / 2); if (averageValue <= 25) { prop.rarete = quarter; } else if (averageValue <= 50) { prop.rarete = half; } else if (averageValue <= 75) { prop.rarete = halfAndQuarter; } else { prop.rarete = full; } return(prop); }
public void CreateModuleObject(Vector3 pos, string type) { if (type == "Arme") { GameObject mod = GameObject.Instantiate(prefabArme, pos, Quaternion.identity); Arme a = GenerateArme(); mod.GetComponent <Arme>().damage = a.damage; mod.GetComponent <Arme>().portee = a.portee; mod.GetComponent <Arme>().vitesseProjectile = a.vitesseProjectile; mod.GetComponent <Arme>().cadance = a.cadance; mod.GetComponent <Arme>().rarete = a.rarete; mod.GetComponent <Arme>().bullet = a.bullet; mod.GetComponent <Arme>().SetColor(); } else if (type == "Propulseur") { GameObject mod = GameObject.Instantiate(prefabProp, pos, Quaternion.identity); Propulseur p = GeneratePropulseur(); mod.GetComponent <Propulseur>().speedMultiplicator = p.speedMultiplicator; mod.GetComponent <Propulseur>().speedRotaMultiplicator = p.speedRotaMultiplicator; mod.GetComponent <Propulseur>().rarete = p.rarete; mod.GetComponent <Propulseur>().SetColor(); } else if (type == "Protection") { GameObject mod = GameObject.Instantiate(prefabProt, pos, Quaternion.identity); Protection p = GenerateProtection(); mod.GetComponent <Protection>().defence = p.defence; mod.GetComponent <Protection>().type = p.type; mod.GetComponent <Protection>().rarete = p.rarete; mod.GetComponent <Protection>().SetColor(); } }