private void GenerateDefs(Loot.Rarity[] probTypes) { lootDefs = new List <LootDef>(); foreach (Loot.Rarity type in probTypes) { LootDef def = new LootDef(type, type.ToString(), Color.white); lootDefs.Add(def); } }
private void GenerateLootDefLookup() { int i = 0; int particleLength = lootDefs.Count; for (i = 0; i < particleLength; i++) { LootDef blueprint = lootDefs[i]; Loot.Rarity type = blueprint.rarity; if (!_lootDefLookup.ContainsKey(type)) { _lootDefLookup.Add(type, blueprint); } } }