public ItemAbilityData(ItemAbilityData data) { UnlockValue = data.UnlockValue; Unlocked = data.Unlocked; Components = new List <AbilityComponent>(); for (int i = 0; i < data.Components.Count; i++) { Components.Add(data.Components[i]); } Effects = new List <AbilityComponent>(); for (int i = 0; i < data.Effects.Count; i++) { Effects.Add(data.Effects[i]); } }
static ItemSetData GenerateSetData() { ItemSetData data = new ItemSetData(); data.SetName = "Random Item Set Data"; data.NumPieces = Random.Range(2, 9); data.LevelData = new List <ItemAbilityData>(); for (int i = 0; i < data.NumPieces - 1; i++) { ItemAbilityData levelData = new ItemAbilityData(); levelData.UnlockValue = i + 2; levelData.Effects.Add(GetRandomEffect()); data.LevelData.Add(levelData); } return(data); }
static ArtifactData GenerateArtifactData() { ArtifactData data = new ArtifactData(); data.Level = 1; data.Experience = 0; data.NextLevel = 1000; int numAbilitiesToGen = Random.Range(2, 6); data.LevelData = new List <ItemAbilityData>(); for (int i = 0; i < numAbilitiesToGen; i++) { ItemAbilityData levelData = new ItemAbilityData(); levelData.UnlockValue = i + 2; levelData.Effects.Add(GetRandomEffect()); data.LevelData.Add(levelData); } return(data); }