public static RangedWeapon rangedWeapon(int level) { string name = rangedWeaponTypes[ran.Next(rangedWeaponTypes.Length)] + " of " + adjective(); decimal weight = ((decimal)ran.NextDouble() * 10) + 1; bool tradable = true; decimal value = (decimal)ran.Next((int)(level * 0.5), (int)(level * 2)); Weapon.weaponType type = (Weapon.weaponType)ran.Next(0, 3); return(new RangedWeapon( name, weight, tradable, value, level, type, /* Tooltip Text */ name + "\r\n" + "Ranged Weapon" + "\r\n" + "Weight: " + weight.ToString() + "\r\n" + "Tradable: " + ((tradable) ? "Yes" : "No") + "\r\n" + "Value: " + value.ToString() + "\r\n" + "Level: " + level.ToString() )); }
public void Attack() { Weapon.weaponType type = activeWeapon.type; if (type == Weapon.weaponType.ranged) { activeWeapon.WeaponRangedAttack(); } else if (type == Weapon.weaponType.melee) { //StartCoroutine("FreezeRotation", activeWeapon.GetComponent<Weapon>().attackAnim.length); //StartCoroutine(freezeRotationCoroutine); activeWeapon.WeaponMeleeAttack(); } }