public void GenerateAttributes(AInventory <TModuleType> aInventory, AttributeInitializer <TModuleType> attributeInitializer) { foreach (AWeapon <TModuleType> weapon in aInventory.Weapons) { if (null == weapon.fixedAttributes || null == attributeInitializer) { Debug.Log("it shouldn't work"); } else { attributeInitializer.GenerateStuffAttribute(weapon); } } foreach (AClothe <TModuleType> clothe in aInventory.Clothes) { if (null == clothe.fixedAttributes || null == attributeInitializer) { Debug.Log("it shouldn't work"); } else { attributeInitializer.GenerateStuffAttribute(clothe); } } }
public AClothe() { this.levelRequiered = 5; this.filtre = ItemExtension.FiltreClothe; this.equipmentCategory = e_equipmentCategory.Clothe; this.price = 50 * (((int)this.equipmentQuality) + 1); this.clotheCategory = e_clotheCategory.Armor; //clotheCategory = (e_clotheCategory)Random.Range(0, (int)(e_clotheCategory.SIZE)); this.equipmentEmplacement = e_equipmentEmplacement.Armor; this.weight = 18f; AttributeInitializer <TModuleType> .AddFixedAttribute(e_entityAttribute.Defence, new Vector2(50, 75), this); this.AddRandomAttribute(e_entityAttribute.Vitality, 20, new Vector2(2, 4)); this.AddRandomAttribute(e_entityAttribute.Endurance, 20, new Vector2(2, 4)); this.AddRandomAttribute(e_entityAttribute.Life, 20, new Vector2(25, 32)); this.AddRandomAttribute(e_entityAttribute.Life_Percent, 50, new Vector2(3f, 4.5f)); this.AddRandomAttribute(e_entityAttribute.Mana, 35, new Vector2(13, 16)); this.AddRandomAttribute(e_entityAttribute.Resistance, 50, new Vector2(2, 4)); this.AddRandomAttribute(e_entityAttribute.Mana_Percent, 50, new Vector2(3f, 5f)); this.AddRandomAttribute(e_entityAttribute.Energy, 50, new Vector2(2, 4)); //EquipmentAtt //switch (clotheCategory) //{ // case e_clotheCategory.Armor : equipmentEmplacement = e_equipmentEmplacement.Armor; break; // case e_clotheCategory.Belt : equipmentEmplacement = e_equipmentEmplacement.Belt; break; // case e_clotheCategory.Glove : equipmentEmplacement = e_equipmentEmplacement.Glove; break; // case e_clotheCategory.Helmet: equipmentEmplacement = e_equipmentEmplacement.Helmet; break; // case e_clotheCategory.Shoes : equipmentEmplacement = e_equipmentEmplacement.Shoes; break; // case e_clotheCategory.Troussers : equipmentEmplacement = e_equipmentEmplacement.Trousers; break; //} }
public override void Initialize(TModuleType player) { base.SetModule(player, "Scripts/Behaviour/Items"); this.inventory = new Inventory <TModuleType>(); this.equipment = new Equipment <TModuleType>(); this.attribute = base.ModuleManager.Attributes; this.attributeInitializer = new AttributeInitializer <TModuleType>(); //this.itemManagerGUI = gameObject.GetComponent<ItemManagerGUI>() as ItemManagerGUI; this.attributeInitializer.InitializeByPlayerAttribute(this.attribute); }
public void GenerateItems(AInventory <TModuleType> itemContainer, AttributeInitializer <TModuleType> attributeInitializer, List <AItem <TModuleType> > fixedStuff = null)//rajouter la position du coffre en parametre { this.stuffGenerator.AddFixedItems(itemContainer, fixedStuff); this.stuffGenerator.GenerateRandomItems(itemContainer); if (itemContainer.Items.Count > 0) { this.stuffGenerator.GenerateAttributes(itemContainer, attributeInitializer); } //Debug.Log("I generated " + itemContainer.items.Count + " items") this.ThrowAndClearItemsListIfOnGround(itemContainer); }
//public override void Attack() { } public ACast() { this.equipmentCategory = e_equipmentCategory.Cast; this.filtre = ItemExtension.FiltreWeapon; this.price = 150 * (((int)equipmentQuality) + 1); this.AddRandomAttribute(e_entityAttribute.Mana, 20, new Vector2(10, 14)); this.AddRandomAttribute(e_entityAttribute.Energy, 20, new Vector2(3, 4)); this.AddRandomAttribute(e_entityAttribute.Mana_Percent, 20, new Vector2(10, 15)); this.AddRandomAttribute(e_entityAttribute.Strength, 20, new Vector2(2, 4)); this.AddRandomAttribute(e_entityAttribute.Dexterity, 20, new Vector2(2, 4)); this.AddRandomAttribute(e_entityAttribute.Vitality, 20, new Vector2(2, 4)); this.AddRandomAttribute(e_entityAttribute.Damage, 20, new Vector2(6, 8)); this.importanceOAttributefValue *= 2.3f; AttributeInitializer <TModuleType> .AddFixedAttribute(e_entityAttribute.Fast_Cast_Percent, new Vector2(0.8f / this.importanceOAttributefValue, 1.2f / this.importanceOAttributefValue), this); this.weight = 12; this.equipmentEmplacement = e_equipmentEmplacement.Both_Hand; }
public void Initialize(Inventory <TModuleType> inventory, Transform transform, PlayerAttribute <TModuleType> playerAttri, AttributeInitializer <TModuleType> attributeInitializer) { this.genericTableOfLoot.InitializeAttributeInitializer(attributeInitializer); this.genericTableOfLoot.itemGenerator.InitializeGenerator(playerAttri); this.inventory = inventory; this.genericTableOfLoot.itemGenerator.Range = 5; this.trans = transform; this.SetGeneration(); this.Generate(); this.ItemsTableOfLootToInventory(); }
public void InitializeAttributeInitializer(AttributeInitializer <TModuleType> attri) { attributeInitializer = attri; }
public void GenerateStuffAttributes(AInventory <TModuleType> aInventory, AttributeInitializer <TModuleType> attributeInitializer) { this.stuffGenerator.GenerateAttributes(aInventory, attributeInitializer); }