private WeaponEffect WeaponEffect() { WeaponEffect we = new WeaponEffect(); int chanceStatus = Random.Range(0, 100); int typeEffect = Random.Range(0, 4); int durationStatus = Mathf.RoundToInt(Random.Range(0, 100) * 3); if (actualRarityDrop == WeaponRarity.Uncommon && chanceStatus >= 70 && typeEffect != 0) { we.SetValues((TypeEffect)typeEffect, Random.Range(0f, 100f), durationStatus); } else if (actualRarityDrop == WeaponRarity.Rare && chanceStatus >= 30) { we.SetValues((TypeEffect)Random.Range(1, 4), chanceStatus, durationStatus); } else if (actualRarityDrop == WeaponRarity.Extraordinary) { we.SetValues((TypeEffect)Random.Range(1, 4), chanceStatus, durationStatus); } else if (actualRarityDrop == WeaponRarity.Normal) { we.SetValues(TypeEffect.None, 0f, 0); } return(we); }
public void SetInfoWeapon(InfoWeapon infoWeapon) { _weaponEffect = infoWeapon.WeaponEffect; }
public void SetValues(string name, float damage, bool isEquipped, WeaponType weaponType, WeaponEffect weaponEffect, WeaponRarity weaponRarity, float attackSpeed, int sellValue, string modelName) { Name = name; Damage = damage; IsEquipped = isEquipped; WeaponType = weaponType; WeaponEffect = weaponEffect; WeaponRarity = weaponRarity; AttackSpeed = attackSpeed; SellValue = sellValue; ModelName = modelName; }
public void SetInfoWeapon(InfoWeapon infoWeapon) { _damageWeapon = infoWeapon.Damage; _weaponEffect = infoWeapon.WeaponEffect; }