public NatureData RandomNature(int maxLevel)
    {
        NatureData natureData = new NatureData();
        NatureType natureType = (NatureType)UnityEngine.Random.Range(1, Enum.GetValues(typeof(NatureType)).Length);

        natureData.natureType = natureType;
        natureData.level      = UnityEngine.Random.Range(1, maxLevel);

        return(natureData);
    }
Exemple #2
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    /// <summary>
    /// Checks if the given Stat is set in the given Nature.
    /// Returns '0.9 | 1.0 | 1.1'.
    /// </summary>
    /// <param name="Nature">Nature</param>
    /// <param name="Stat">Stat</param>
    /// <returns>Value</returns>
    public static float GetValue(P_Nature Nature, P_Stats_All Stat)
    {
        NatureData NData = NatureData.GetData(Nature);

        if (NData.IncreasedStat == Stat)
        {
            return(1.1f);
        }

        else if (NData.DecreasedStat == Stat)
        {
            return(0.9f);
        }

        return(1f);
    }
    public static NatureData getNature(string name)
    {
        NatureData result = null;

        name = name.ToUpper();
        int i = 0;

        while (result == null)
        {
            if (i >= natures.Length)
            {
                return(null);
            }
            else if (natures[i].getName() == name)
            {
                result = natures[i];
            }
            i += 1;
        }
        return(result);
    }
Exemple #4
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 /// <summary>
 /// Returns a random Nature from the Database.
 /// Starts at 1 because of the placeholder
 /// </summary>
 /// <returns>random Nature</returns>
 public static P_Nature GetRandomNature()
 {
     return(NatureData.GetData(Random.Range(1, NatureData.GetDatabase().Length - 1)).Nature);
 }