private void GenBuff() { var buffID = FormulaUtil.RandomInProbDict(buffTypePriority); var _speed = CT.table.buffSpeedRange.random; var pos = new Vector2(Random.Range(60, UIUtil.width - 60), UIUtil.height); var dir = Quaternion.AngleAxis(CT.table.buffSpawnDirection.random, Vector3.forward) * Vector2.down; Buff.Create().Reset(buffID, pos, dir, _speed); }
private void GenBuff() { bool isGen = false; var _tab = TableBuffKillGen.Get(a => a.gameLevel.Contains(D.I.gameLevel) && a.streak == D.I.streak); var _prob = D.I.IsVip() ? _tab.vipProbability : _tab.probability; float ratio = _prob * D.I.kills4Buff; if (Random.value <= ratio) { isGen = true; var _typeProb = D.I.IsVip() ? _tab.vipBuffTypePriority : _tab.buffTypePriority; var buffID = FormulaUtil.RandomInProbDict(_typeProb); var _speed = CT.table.buffSpeedRange.random; var dir = Quaternion.AngleAxis(CT.table.buffSpawnDirection.random, Vector3.forward) * Vector2.down; Buff.Create().Reset(buffID, position, dir, _speed); } if (isGen) { D.I.kills4Buff = 0; } }