public BodyArmorData(ItemQuality quality, float level, BodyArmorType type, int armorClass) : base(quality, level) { this.type = type; this.armorClass = armorClass; name = type.name(); description = type.description(); volume = type.volume(); itemType = ItemType.BODY_ARMOR; }
public static BodyArmorData createBodyArmorData(BodyArmorType type) { ItemQuality quality = randQuality(); float level = randLevel(); int armorClass = Mathf.RoundToInt(type.armorClass() * level * qualityMultiplier(quality)); BodyArmorData data = new BodyArmorData(quality, level, type, armorClass); data.initCommons(calculateCost(data), 0); return(data); }
public static string name(this BodyArmorType type) { switch (type) { case BodyArmorType.SPACESUIT: return("Скафандр"); case BodyArmorType.HARDENED_SPACESUIT: return("Укреплённый скафандр"); case BodyArmorType.ARMORED_SPACESUIT: return("Бронированный скафандр"); case BodyArmorType.COMBAT_ARMOR: return("Боевая броня"); default: Debug.Log("Unknown body armor type: " + type); return(""); } }
public static int cost(this BodyArmorType type) { switch (type) { case BodyArmorType.SPACESUIT: return(100); case BodyArmorType.HARDENED_SPACESUIT: return(200); case BodyArmorType.ARMORED_SPACESUIT: return(300); case BodyArmorType.COMBAT_ARMOR: return(400); default: Debug.Log("Unknown body armor type: " + type); return(0); } }
public static Sprite getBodyArmorSprite(BodyArmorType type) { switch (type) { case BodyArmorType.SPACESUIT: return(bodyArmors[0]); case BodyArmorType.HARDENED_SPACESUIT: return(bodyArmors[1]); case BodyArmorType.ARMORED_SPACESUIT: return(bodyArmors[2]); case BodyArmorType.COMBAT_ARMOR: return(bodyArmors[3]); default: Debug.Log("Unknown body armor type: " + type); return(null); } }
public static BodyArmorData createBodyArmorData() { BodyArmorType type = BodyArmorType.SPACESUIT; switch (UnityEngine.Random.Range(0, Enum.GetNames(typeof(BodyArmorType)).Length)) { case 0: type = BodyArmorType.SPACESUIT; break; case 1: type = BodyArmorType.HARDENED_SPACESUIT; break; case 2: type = BodyArmorType.ARMORED_SPACESUIT; break; case 3: type = BodyArmorType.COMBAT_ARMOR; break; default: Debug.Log("Unmapped value for body armor"); break; } return(createBodyArmorData(type)); }
public static float volume(this BodyArmorType type) { return(0); }
public static string description(this BodyArmorType type) { return(type.name()); }