private Item GetRandomItem() { Item item; switch (Random.Range(0, 3)) { case 0: item = new ElementItem(Random.Range(1, Item.TIER_RANGE + 1), AbilityUtil.GetRandomElement()); Debug.Log(Item.TIER_RANGE); break; case 1: item = new WildcardItem(Random.Range(1, Item.TIER_RANGE + 1), AbilityUtil.GetRandomWildcard()); break; case 2: item = new WeaponItem(Random.Range(1, Item.TIER_RANGE + 1), AbilityUtil.GetRandomWeapon()); break; default: item = new NullItem(); Debug.Log("Default Case"); break; } return(item); }
private Item GenerateNewItem(Item item) { Item generatedItem; switch (item) { case ElementItem type1: generatedItem = new ElementItem(Mathf.Clamp(item.Tier + 1, 0, Item.TIER_RANGE), ((ElementItem)item).Element); break; case WeaponItem type2: generatedItem = new WeaponItem(Mathf.Clamp(item.Tier + 1, 0, Item.TIER_RANGE), ((WeaponItem)item).Weapon); break; case WildcardItem type3: generatedItem = new WildcardItem(Mathf.Clamp(item.Tier + 1, 0, Item.TIER_RANGE), ((WildcardItem)item).Wildcard); break; default: generatedItem = new NullItem(); break; } return(generatedItem); }