public static Dungeon GenerateDungeon() { Dungeon toReturn; float rnd = Random.Range(1, 100); float rnd2 = Random.Range(1, 100); float rnd3 = Random.Range(1, 100); float total = rnd + rnd2 + rnd3; float dStrengthWeight = rnd / total; float dIntelligenceWeight = rnd2 / total; float dAgilityWeight = rnd3 / total; int dDifficultyRating = Random.Range(1, 21); string dName = GenerateDungeonName(dDifficultyRating); // 1800 int dTime = 1800 * dDifficultyRating; Quest.QuestRewardType dRewardType = (Quest.QuestRewardType)Random.Range(0, System.Enum.GetNames(typeof(Quest.QuestRewardType)).Length); int dRewardAmount = 100 + (dDifficultyRating * 25 * Quest.getRewardTypeConversionRate(dRewardType)); dDifficultyRating *= 125; toReturn = new Dungeon( dName, dStrengthWeight, dIntelligenceWeight, dAgilityWeight, dTime, dRewardType, dRewardAmount, dDifficultyRating ); return(toReturn); }
public Dungeon( string name, float strengthWeight, float intelligenceWeight, float agilityWeight, int time, Quest.QuestRewardType rewardType, int rewardAmount, int difficultyRating ) { this.name = name; this.strengthWeight = strengthWeight; this.intelligenceWeight = intelligenceWeight; this.agilityWeight = agilityWeight; this.time = time; this.rewardType = rewardType; this.rewardAmount = rewardAmount; this.difficultyRating = difficultyRating; }