Esempio n. 1
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    //public MinMaxf NumberOfItemGenerated {	get { return numberOfItemGenerated; }
    //										private set { numberOfItemGenerated = value; } }
    #endregion

    public AItemGenerator()
    {
        this.levelRequired         = new MinMaxi();
        this.level                 = new MinMaxi();
        this.instantiateType       = e_itemInstantiateType.OnGround;
        this.NumberOfItemGenerated = new MinMaxf();
    }
Esempio n. 2
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    public void InitializeStuffGenerator(MinMaxf itemNumber, int minLevelRequiered, int maxLevelRequiered, e_equipmentQuality minQuality, e_equipmentQuality maxQuality)
    {
        this.stuffGenerator.LevelRequired.Initialize(minLevelRequiered, maxLevelRequiered);
        this.stuffGenerator.InitializeMinMaxQuality(minQuality, maxQuality);
        this.stuffGenerator.NumberOfItemGenerated.Initialize(itemNumber.min * this.lootAttribute.ItemQuantityPercent, itemNumber.max * this.lootAttribute.ItemQuantityPercent);

        this.stuffGenerator.ItemRarity = this.lootAttribute.ItemRarityPercent;
    }
Esempio n. 3
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 public GenericTableOfLoot()
 {
     itemGenerator        = new ItemGenerator <TModuleType>();
     fixedStuff           = new List <AItem <TModuleType> >();
     stuffGenerated       = new MinMaxf();
     consommableGenerated = new MinMaxf();
     this.goldQuantity    = new MinMaxf();
     goldGenerated        = new MinMaxi();
     size      = 50;
     maxWeight = 5000;
 }
Esempio n. 4
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    public static int GenerateRandomIntBetweenFloat(MinMaxf numberOfItemGenerated)
    {
        float numberOfItemGenerate = numberOfItemGenerated.RandomBetweenValues();

        if (numberOfItemGenerate - Mathf.Floor(numberOfItemGenerate) > Random.Range(0.0f, 1.0f))
        {
            numberOfItemGenerate = numberOfItemGenerate + 1 - (numberOfItemGenerate - Mathf.Floor(numberOfItemGenerate));
        }

        return((int)numberOfItemGenerate);
    }
Esempio n. 5
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    public void GenerateConsommable(AInventory <TModuleType> itemContainer, MinMaxf consommableQuantity)
    {
        int consommableGet = MathExtension.GenerateRandomIntBetweenFloat(new MinMaxf(consommableQuantity.min * this.lootAttribute.ItemQuantityPercent, consommableQuantity.max * lootAttribute.ItemQuantityPercent));

        for (byte i = 0; i < consommableGet; i++)
        {
            this.consommableGenerator.GenerateConsommable(itemContainer);
        }

        this.ThrowAndClearItemsListIfOnGround(itemContainer);
    }
Esempio n. 6
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    public void GenerateGold(MinMaxf goldQuantity, MinMaxi goldAmount)
    {
        float numberOfItemGenerate = MathExtension.GenerateRandomIntBetweenFloat(new MinMaxf(goldQuantity.min * this.lootAttribute.GoldQuantityPercent, goldQuantity.max * lootAttribute.GoldQuantityPercent));

        for (byte goldIndex = 0; goldIndex < numberOfItemGenerate; goldIndex++)
        {
            this.goldGenerator.GenerateGoldRarityAndAmount(new MinMaxi((int)(goldAmount.Min * lootAttribute.GoldAmountPercent),
                                                                       (int)(goldAmount.Max * lootAttribute.GoldAmountPercent)),
                                                           this.lootAttribute.GoldRarityPercent);

            GameObject goldItem = goldGenerator.GenerateGold();

            goldItem.transform.position = position + (new Vector3(Random.insideUnitCircle.x, 0, Random.insideUnitCircle.y) * this.range);
        }
    }