public EntityDropData[] SuccessLoot() { float addOneChances = (_maxDropCount - _minDropCount) - Mathf.Floor(_maxDropCount - _minDropCount); bool addOne = Random.value <= addOneChances; EntityDropData[] drops = new EntityDropData[Mathf.FloorToInt(Random.Range(_minDropCount, _maxDropCount)) + (addOne ? 1 : 0)]; for (int i = 0; i < drops.Length; i++) { drops[i] = _drop; } return(drops); }
public void FillData(EntityDropData data) { _data = data; }