private void Start() { CreateObjectsCollection(); _empty = new PrivatePrizeInfo { PrizeTypeID = 999 // Error ID }; _gottenCharters = new List <ushort>(); CreateEmptyPrizeInfo(); GenerateRandomPrizeCardsPool(); }
private void SetPrivatePrizeInfoToPrizeInfo(PrivatePrizeInfo From, PrizeInfo To) { if (From.IsCharacter) { To.PrizeTypeID = From.PrizeTypeID; To.PrizeName = From.PrizeName; To.IsCharacter = From.IsCharacter; } else { To.PrizeTypeID = From.PrizeTypeID; To.PrizeName = From.PrizeName; To.IsCharacter = From.IsCharacter; To.CurrentCount = From.CurrentCount; } }
private void GenerateCurrentCount(PrivatePrizeInfo Prize) { var DiceResult = UnityEngine.Random.value; if (Prize.IsCharacter) { return; } var RandomCount = UnityEngine.Random.Range(0, Prize.CountChance.Count); while (true) { RandomCount = UnityEngine.Random.Range(0, Prize.CountChance.Count); if (Prize.CountChance[RandomCount].y < DiceResult) { continue; } else { Prize.CurrentCount = (int)Prize.CountChance[RandomCount].x; return; } } }