public static Armor creatRandomLevelArmor(int level, IFriendly creator = null, float qualityBonus = 0) { int numberOfWeponShape = ArmorShapeMasterManager.getInstance().getNumberOfShapes(); int shpeRand = Random.Range(0, numberOfWeponShape); ArmorShape shape = ArmorShapeMasterManager.getInstance().getShapeFromId(shpeRand); var armorMaterials = ItemMaterialMasterManager.getInstance().getMaterialFromLevel(level); int materialRand = Random.Range(0, armorMaterials.Count); ItemMaterial material = armorMaterials[materialRand]; if (creator == null) { float dex = material.getQuality() / 20; float diffculty = shape.getCreatDifficulty(); float baseQuality = material.getQuality(); qualityBonus = dex / 2; float quality = weaponQualityCaliculate(dex, diffculty, baseQuality, qualityBonus); return(new Armor(shape, material, quality)); } else { return(creatArmor(shape, material, creator, qualityBonus)); } }
public void loadProgresses(int id) { EnemyMasterManager.getInstance().addProgress(id); AttackSkillMasterManager.getInstance().addProgress(id); HealSkillMasterManager.getInstance().addProgress(id); BufSkillMasterManager.getInstance().addProgress(id); DebufSkillMasterManager.getInstance().addProgress(id); HealItemMasterManager.getInstance().addProgress(id); ItemMaterialMasterManager.getInstance().addProgress(id); }
public override void report(int worldId) { material = ItemMaterialMasterManager.getInstance().getMaterialBuilderFromId(OBSERVE_ITEM_ID); ItemMaterialProgress progress = ItemMaterialMasterManager.getInstance().getProgress(OBSERVE_ITEM_ID); progress.Quality += progressQuality(); progress.Level = progressLevel(progress.Quality); ObserverHelper.saveToFile <ItemMaterialProgress>(progress, "ItemMaterialProgress", OBSERVE_ITEM_ID, worldId); }
public static List <ItemMaterial> creatRandomLevelItemMaterial(int level, int orderNumber) { var materials = new List <ItemMaterial>(); var registeredMaterialsList = ItemMaterialMasterManager.getInstance().getMaterialFromLevel(level); for (int i = 0; i < orderNumber && registeredMaterialsList.Count > 0; i++) { int rand = Random.Range(0, registeredMaterialsList.Count); materials.Add(registeredMaterialsList[rand]); registeredMaterialsList.Remove(registeredMaterialsList[rand]); } return(materials); }