// Use this for initialization void Start() { //Debug.Log("Drop.cs called Start()"); rt = GetComponent <RectTransform>(); if (PlayerPrefsInfo.Int2Bool(PlayerPrefs.GetInt(PlayerPrefsInfo.s_sabotage))) { sabotageIsOn = true; } if (PlayerPrefsInfo.Int2Bool(PlayerPrefs.GetInt(PlayerPrefsInfo.s_tougherEnemies))) { tougherEnemiesIsOn = true; omniBoost = PlayerPrefsInfo.GetOmnitechDropRateBoost(); //value between 0 and 1 } omnitechTypes = new List <string> { "cooldown", "energyGain", "comboKey", "selfRepair" }; }
//apply risk bonuses to drop/rarity rates //called in ConfigureEnemy void ApplyRiskBonuses() { float boost; //drop rates boost = (PlayerPrefsInfo.GetDropRateBoost() * 100f); lowDropRate += boost; if (lowDropRate > 100f) { lowDropRate = 100f; } medDropRate += boost; if (medDropRate > 100f) { medDropRate = 100f; } highDropRate += boost; if (highDropRate > 100f) { highDropRate = 100f; } //rarity rates boost = (PlayerPrefsInfo.GetRarityRateBoost() * 100f); normalChance += boost; if (normalChance > 100f) { normalChance = 100f; } rareChance += boost; if (rareChance > 100f) { rareChance = 100f; } //omnitech drop rates boost = (PlayerPrefsInfo.GetOmnitechDropRateBoost() * 100f); omnitechChance += boost; if (omnitechChance > 100f) { omnitechChance = 100f; } }