public static Shield GetRandomShield() { Shield p = new Shield(); p.sprite = SpriteLoader.GetPartSprite("defaultShieldS"); p.Tier = 1; p.Size = PartSize.S; p.shieldType = ShieldType.Generator; p.DescriptionName = "Shield Generator"; p.ModelName = StringLoader.GetAString("sensorNames"); p.strength.Value = UnityEngine.Random.Range(2, 20); p.rechargeTime.Value = UnityEngine.Random.Range(20, 100); return(p); }
public static Sensor GetRandomSensor() { Sensor p = new Sensor(); p.sprite = SpriteLoader.GetPartSprite("defaultSensorS"); p.Tier = 1; p.Size = PartSize.S; p.sensorType = SensorType.LowEnergy; p.DescriptionName = "Low Energy Sensor"; p.ModelName = StringLoader.GetAString("sensorNames"); p.range.Value = UnityEngine.Random.Range(2, 20); p.resolution.Value = UnityEngine.Random.Range(2, 20); return(p); }
public static Engine GetRandomEngine() { Engine p = new Engine(); p.sprite = SpriteLoader.GetPartSprite("defaultEngineS"); p.Tier = Random.Range(1, 6); p.agility.Value = Random.Range(1, 20); p.Size = PartSize.S; p.averageThrust.Value = Random.Range(1, 20); p.DescriptionName = Constants.GetPartDescriptionName(p); p.ModelName = StringLoader.GetAString("engineNames"); Debug.Log(p.GetDescriptionString()); Debug.Log(p.GetStatisticsString()); return(p); }
public static FireControl GetRandomFireControl() { FireControl p = new FireControl(); p.sprite = SpriteLoader.GetPartSprite("defaultFireControlS"); p.tier = Random.Range(1, 6); p.tracking.Value = Random.Range(1, 20); p.accuracy.Value = Random.Range(1, 20); p.Size = PartSize.S; p.range.Value = Random.Range(1, 20); p.DescriptionName = "Fire Control System"; p.ModelName = StringLoader.GetAString("fireControlNames"); Debug.Log(p.GetDescriptionString()); Debug.Log(p.GetStatisticsString()); return(p); }
public static Weapon GetRandomLaser() { Weapon p = new Weapon(); p.sprite = SpriteLoader.GetPartSprite("defaultWeaponS"); p.Tier = (Random.Range(1, 6)); p.weaponType.Value = 0; p.Size = PartSize.S; p.caliber.Value = Random.Range(2, 20); p.turrets.Value = Random.Range(0, 5); p.reload.Value = Random.Range(2, 20); p.ModelName = StringLoader.GetAString("weaponNames"); Debug.Log(p.GetDescriptionString()); Debug.Log(p.GetStatisticsString()); return(p); }
public void CreateNewPart() { Clear(); ToggleVisible(true); switch (createNewDropdown.value) { case 0: //this is the first value, the "Create New Part" value break; //the rest are in the order as defined in the Enum //Weapon, FireControl, Sensor, Engine, Reactor, Shield case 1: activePart = new Weapon(); activePart.sprite = SpriteLoader.GetPartSprite("defaultWeaponS"); break; case 2: activePart = new FireControl(); activePart.sprite = SpriteLoader.GetPartSprite("defaultFireControlS"); break; case 3: activePart = new Sensor(); activePart.sprite = SpriteLoader.GetPartSprite("defaultSensorS"); break; case 4: activePart = new Engine(); activePart.sprite = SpriteLoader.GetPartSprite("defaultEngineS"); break; case 5: activePart = new Reactor(); activePart.sprite = SpriteLoader.GetPartSprite("defaultReactorS"); break; case 6: activePart = new Shield(); activePart.sprite = SpriteLoader.GetPartSprite("defaultShieldS"); break; } createNewDropdown.value = 0; UpdateTierDropdown(); ActivePartChange(); }