public Weapon(string _name, DmgType _dmgType, int _physDmgAmt, EleDmgType _eleDmgType, int _eleDmgAmt, int _range) : base() { Name = _name; Id = (double)UnityEngine.Random.Range(0, 1000000000); Range = _range; EleDmgAmt = _eleDmgAmt; PhysDmgAmt = _physDmgAmt; PhysDmg = _dmgType; EleDmg = _eleDmgType; if (Range < 2) { WeapType = WeaponType.Low; } else if (Range < 4) { WeapType = WeaponType.Medium; } else if (Range < 10) { WeapType = WeaponType.High; } else if (Range < 30) { WeapType = WeaponType.RLow; } else { WeapType = WeaponType.RHigh; } Id = Database.WeaponDbInsert(this); }
public Weapon(string _name = "Random Weapon") : base(_name) { if (_name != "Monster Sword") { Range = UnityEngine.Random.Range(1, 20); Array values = EleDmgType.GetValues(typeof(EleDmgType)); System.Random random = new System.Random(); EleDmg = (EleDmgType)values.GetValue(random.Next(values.Length)); values = DmgType.GetValues(typeof(DmgType)); random = new System.Random(); PhysDmg = (DmgType)values.GetValue(random.Next(values.Length)); if (EleDmg != EleDmgType.None) { EleDmgAmt = UnityEngine.Random.Range(0, 100); } else { EleDmgAmt = 0; } PhysDmgAmt = UnityEngine.Random.Range(0, 60); if (Range < 2) { WeapType = WeaponType.Low; } else if (Range < 4) { WeapType = WeaponType.Medium; } else if (Range < 10) { WeapType = WeaponType.High; } else if (Range < 30) { WeapType = WeaponType.RLow; } else { WeapType = WeaponType.RHigh; } Id = Database.WeaponDbInsert(this); } else { Name = _name; Range = 1; EleDmg = EleDmgType.None; PhysDmg = DmgType.Slashing; EleDmgAmt = 0; PhysDmgAmt = UnityEngine.Random.Range(10, 26); WeapType = WeaponType.Low; Id = Database.WeaponDbInsert(this); } }
public void SetEleDmgType(EleDmgType _value) { EleDmg = _value; }
public Weapon(int id, string _name, DmgType _dmgType, int _physDmgAmt, EleDmgType _eleDmgType, int _eleDmgAmt, int _range, int _dura, int _weight) : base(_name, _dura, _weight) { Id = id; Range = _range; EleDmgAmt = _eleDmgAmt; PhysDmgAmt = _physDmgAmt; PhysDmg = _dmgType; EleDmg = _eleDmgType; if (Range < 2) { WeapType = WeaponType.Low; } else if (Range < 4) { WeapType = WeaponType.Medium; } else if (Range < 10) { WeapType = WeaponType.High; } else if (Range < 30) { WeapType = WeaponType.RLow; } else { WeapType = WeaponType.RHigh; } //Id = Database.WeaponDbInsert(this); }