public LootBehavior( LootDef pub, params Tuple<int, LootDef>[] soul) { PublicBag = pub ?? LootDef.Empty; SoulBag = soul; }
public LootBehavior( LootDef pub, params Tuple <int, LootDef>[] soul) { PublicBag = pub ?? LootDef.Empty; SoulBag = soul; }
public virtual void Populate(IList <LootDef> lootDefs, LootDef overrides = null) { if (overrides == null) { foreach (var lootDef in LootDefs) { lootDefs.Add(lootDef); } return; } foreach (var lootDef in LootDefs) { lootDefs.Add(new LootDef( lootDef.Item, overrides.Probabilty >= 0 ? overrides.Probabilty : lootDef.Probabilty, overrides.NumRequired >= 0 ? overrides.NumRequired : lootDef.NumRequired, overrides.Threshold >= 0 ? overrides.Threshold : lootDef.Threshold)); } }
loot: new LootBehavior(LootDef.Empty, Tuple.Create(800, new LootDef(0, 5, 0, 8,
loot: new LootBehavior(LootDef.Empty, Tuple.Create(100, new LootDef(0, 2, 0, 2,