Esempio n. 1
0
 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);
 }
Esempio n. 2
0
 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);
     }
 }
Esempio n. 3
0
 public void SetEleDmgType(EleDmgType _value) { EleDmg = _value; }
Esempio n. 4
0
 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);
 }