public CopResume(CopData copData, string name, float movementSpeed, float attackSpeed, int damage, int baseSalary, Ability[] abilities = null) { CopData = copData; Name = name; MovementSpeed = movementSpeed; AttackSpeed = attackSpeed; Damage = damage; BaseSalary = baseSalary; Abilities = abilities != null ? abilities : new Ability[0]; MovementSpeedString = String.Format(DECIMAL_FORMAT, MovementSpeed); AttackSpeedString = String.Format(DECIMAL_FORMAT, AttackSpeed); DamageString = Damage.ToString(); BaseSalaryString = BaseSalary.ToString(); }
public CopResume GenerateCop(CopData _data) { var name = $"{_firstNames[Random.Range(0, _firstNames.Length)]} {_lastNames[Random.Range(0, _lastNames.Length)]}"; var abilities = RefManager.AbilityFactory.GetCopAbilities(_data.AbilityFlags, _data.RandomAbilityCount); return(new CopResume( _data, name, ApplyVariance(_data.InitialMovementSpeed, _movementSpeedVariance), ApplyVariance(_data.InitialAttackSpeed, _attackSpeedVariance), ApplyVariance(_data.InitialDamage, _damageVariance), ApplyVariance(_data.InitialCost, _baseSalaryVariance), abilities )); }