Exemple #1
0
        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);
        }
Exemple #2
0
 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;
 }