// 8 shots * 10 dmg / 4 s reload (is full auto) = 22 DPS public override Gun spawn(float rarity) { M1911 m = new M1911(); m.crit_chance = rarity / 10f; // Worst gun never crits, best gun crits 10% m.range = UnityEngine.Random.Range(8f, 12f); // 5 to 8 tiles regardless of rarity m.capacity = (rarity > 0.5 ? 12 : 8); // above half rarity? extended mag return(m); }
public void addGuns() { for (int i = 0; i != ((dim_ * dim_) / 1000); ++i) { Gun g = null; switch (Random.Range(0, 4)) { case 0: g = new Musket().spawn(0); break; case 1: g = new Revolver().spawn(0); break; case 2: g = new M1911().spawn(0); break; case 3: g = new ShortyShotgun().spawn(0); break; } tiles_[Random.Range(0, dim_), Random.Range(0, dim_)] = new GroundGun(g); } }