Example #1
0
    private Item GetRandomItem()
    {
        Item item;

        switch (Random.Range(0, 3))
        {
        case 0:
            item = new ElementItem(Random.Range(1, Item.TIER_RANGE + 1), AbilityUtil.GetRandomElement());
            Debug.Log(Item.TIER_RANGE);
            break;

        case 1:
            item = new WildcardItem(Random.Range(1, Item.TIER_RANGE + 1), AbilityUtil.GetRandomWildcard());
            break;

        case 2:
            item = new WeaponItem(Random.Range(1, Item.TIER_RANGE + 1), AbilityUtil.GetRandomWeapon());
            break;

        default:
            item = new NullItem();
            Debug.Log("Default Case");
            break;
        }
        return(item);
    }
Example #2
0
    private Item GenerateNewItem(Item item)
    {
        Item generatedItem;

        switch (item)
        {
        case ElementItem type1:
            generatedItem = new ElementItem(Mathf.Clamp(item.Tier + 1, 0, Item.TIER_RANGE), ((ElementItem)item).Element);
            break;

        case WeaponItem type2:
            generatedItem = new WeaponItem(Mathf.Clamp(item.Tier + 1, 0, Item.TIER_RANGE), ((WeaponItem)item).Weapon);
            break;

        case WildcardItem type3:
            generatedItem = new WildcardItem(Mathf.Clamp(item.Tier + 1, 0, Item.TIER_RANGE), ((WildcardItem)item).Wildcard);
            break;

        default:
            generatedItem = new NullItem();
            break;
        }
        return(generatedItem);
    }