static void SetParams(General g, int n) { g.nameGeneral = GeneralText.GetName(n); g.descGeneral = GeneralText.GetDescription(n); g.prefab = ResManager.instance.gensE[n]; g.img = ResManager.instance.genEImg[n]; g.img2 = ResManager.instance.genEImg2[n]; }
public static General GenarateGeneral() { int i = 0; //i = Random.Range(0, 9); General general = new General(); general.nameGeneral = GeneralText.GetName(i); general.descGeneral = GeneralText.GetDescription(i); general.prefab = ResManager.instance.gens[i]; general.img = ResManager.instance.genImg[i]; general.img2 = ResManager.instance.genImg2[i]; general.PARAMS[GENERAL_LEVEL] = Random.Range(7, 15); general.PARAMS[GENERAL_STRENGTH] = Random.Range(3, 8) + (Random.Range(1, 3) * general.PARAMS[GENERAL_LEVEL]) - 2; //Сила general.PARAMS[GENERAL_AGILITY] = Random.Range(3, 8) + (Random.Range(1, 3) * general.PARAMS[GENERAL_LEVEL]) - 2; //Ловкость general.PARAMS[GENERAL_INTELLECT] = Random.Range(3, 8) + (Random.Range(1, 3) * general.PARAMS[GENERAL_LEVEL]) - 2; //Интеллект general.PARAMS[GENERAL_EXP] = 0; general.PARAMS[GENERAL_HP] = 500 + 5 * general.PARAMS[GENERAL_STRENGTH]; //Жизни general.PARAMS[GENERAL_MANA] = 10 + 5 * general.PARAMS[GENERAL_INTELLECT]; //Мана general.PARAMS[GENERAL_DAMAGE] = 10 + (3 * general.PARAMS[GENERAL_STRENGTH] + general.PARAMS[GENERAL_INTELLECT]) / 2; //Урон физический general.PARAMS[GENERAL_DAMAGE_ICE] = 0; //Урон ледяной general.PARAMS[GENERAL_DAMAGE_FIRE] = 0; //Урон огненый general.PARAMS[GENERAL_DAMAGE_ELECTRIC] = 0; //Урон электрический general.PARAMS[GENERAL_DEFENSE] = 0 + (2 * general.PARAMS[GENERAL_STRENGTH] + 3 * general.PARAMS[GENERAL_AGILITY]) / 10; //Защита/Броня general.PARAMS[GENERAL_DEFENSE_ICE] = 0 + general.PARAMS[GENERAL_INTELLECT] / 2; //Защита от льда general.PARAMS[GENERAL_DEFENSE_FIRE] = 0 + general.PARAMS[GENERAL_INTELLECT] / 2; //Защита от огня general.PARAMS[GENERAL_DEFENSE_ELECTRIC] = 0 + general.PARAMS[GENERAL_INTELLECT] / 2; //Защита от электричества general.PARAMS[GENERAL_EVASION] = 0 + general.PARAMS[GENERAL_AGILITY] / 5; //Уклонение general.PARAMS[GENERAL_BLOCK] = 0 + general.PARAMS[GENERAL_AGILITY] / 5; //Блок general.PARAMS[GENERAL_ACCURACY] = 40 + (3 * general.PARAMS[GENERAL_AGILITY] + 2 * general.PARAMS[GENERAL_INTELLECT]) / 10; //Точность general.PARAMS[GENERAL_CRIT_DAMAGE] = 30; //Критический урон general.PARAMS[GENERAL_CRIT_CHANGE] = 5; //Крит шанс general.PARAMS[GENERAL_INITIATIVE] = 0 + general.PARAMS[GENERAL_INTELLECT] * 5; //Инициатива general.PARAMS[GENERAL_PARRY] = 0 + general.PARAMS[GENERAL_AGILITY] / 5; //Парирование удара/отражение general.skill0 = SkillName.skill0; general.skill_lvl_0 = 1; general.skill0Delay = SkillInfo.GetSkill(general.skill0, general.skill_lvl_0).delay; general.skill0Delay_Curent = general.skill0Delay; general.skill1 = SkillName.skill1; general.skill_lvl_1 = 1; general.skill2 = SkillName.skill2; general.skill_lvl_2 = 1; general.skillB = SkillNameB.skillB0; general.skill_lvl_B = 1; /*switch (general.nameGeneral) Скилы выдаваемые при создании генералу, в зависимости от его имени либо типа. * { * case "Алёша": * general.skill0 = SkillName.skill0; * general.skill_lvl_0 = 1; * general.skill1 = SkillName.skill1; * general.skill_lvl_1 = 0; * general.skill2 = SkillName.skill2; * general.skill_lvl_2 = 0; * general.skillB = SkillNameB.skillB0; * general.skill_lvl_B = 0; * break; * case "Клоун": * general.skill0 = SkillName.skill0; * general.skill_lvl_0 = 0; * general.skill1 = SkillName.skill1; * general.skill_lvl_1 = 0; * general.skill2 = SkillName.skill2; * general.skill_lvl_2 = 0; * general.skillB = SkillNameB.skillB0; * general.skill_lvl_B = 0; * break; * * }*/ //Боевые параметры(Текущий) general.PARAMS[GENERAL_HP_CURRENT] = general.PARAMS[GENERAL_HP]; general.PARAMS[GENERAL_MANA_CURRENT] = general.PARAMS[GENERAL_MANA]; general.PARAMS[GENERAL_DAMAGE_CURRENT] = general.PARAMS[GENERAL_DAMAGE]; general.PARAMS[GENERAL_DAMAGE_ICE_CURRENT] = general.PARAMS[GENERAL_DAMAGE_ICE]; general.PARAMS[GENERAL_DAMAGE_FIRE_CURRENT] = general.PARAMS[GENERAL_DAMAGE_FIRE]; general.PARAMS[GENERAL_DAMAGE_ELECTRIC_CURRENT] = general.PARAMS[GENERAL_DAMAGE_ELECTRIC]; general.PARAMS[GENERAL_STRENGTH_CURRENT] = general.PARAMS[GENERAL_STRENGTH]; general.PARAMS[GENERAL_AGILITY_CURRENT] = general.PARAMS[GENERAL_AGILITY]; general.PARAMS[GENERAL_INTELLECT_CURRENT] = general.PARAMS[GENERAL_INTELLECT]; general.PARAMS[GENERAL_DEFENSE_CURRENT] = general.PARAMS[GENERAL_DEFENSE]; general.PARAMS[GENERAL_DEFENSE_ICE_CURRENT] = general.PARAMS[GENERAL_DEFENSE_ICE]; general.PARAMS[GENERAL_DEFENSE_FIRE_CURRENT] = general.PARAMS[GENERAL_DEFENSE_FIRE]; general.PARAMS[GENERAL_DEFENSE_ELECTRIC_CURRENT] = general.PARAMS[GENERAL_DEFENSE_ELECTRIC]; general.PARAMS[GENERAL_EVASION_CURRENT] = general.PARAMS[GENERAL_EVASION]; general.PARAMS[GENERAL_BLOCK_CURRENT] = general.PARAMS[GENERAL_BLOCK]; general.PARAMS[GENERAL_ACCURACY_CURRENT] = general.PARAMS[GENERAL_ACCURACY]; general.PARAMS[GENERAL_CRIT_DAMAGE_CURRENT] = general.PARAMS[GENERAL_CRIT_DAMAGE]; general.PARAMS[GENERAL_CRIT_CHANGE_CURRENT] = general.PARAMS[GENERAL_CRIT_CHANGE]; general.PARAMS[GENERAL_INITIATIVE_CURRENT] = general.PARAMS[GENERAL_INITIATIVE]; general.PARAMS[GENERAL_PARRY_CURRENT] = general.PARAMS[GENERAL_PARRY]; return(general); }