public HandWeaponData(ItemQuality quality, float level, HandWeaponType type, int minDamage, int maxDamage) : base(quality, level) { this.type = type; this.minDamage = minDamage; this.maxDamage = maxDamage; name = type.name(); description = type.description(); volume = type.volume(); itemType = ItemType.HAND_WEAPON; }
public static HandWeaponData createHandWeaponData(HandWeaponType type) { ItemQuality quality = randQuality(); float level = randLevel(); int damage = Mathf.RoundToInt(type.damage() * level * qualityMultiplier(quality)); int minDamage = damage - Mathf.RoundToInt((float)damage * .25f); int maxDamage = damage + Mathf.RoundToInt((float)damage * .25f); HandWeaponData data = new HandWeaponData(quality, level, type, minDamage, maxDamage); data.initCommons(calculateCost(data), 0); return(data); }
public static string name(this HandWeaponType type) { switch (type) { case HandWeaponType.GAUSSE: return("Ружьё Гаусса"); case HandWeaponType.GUN: return("Пистолет"); case HandWeaponType.MINIGUN: return("Миниган"); case HandWeaponType.RAILGUN: return("Рельсовое ружьё"); case HandWeaponType.REVOLVER: return("Револьвер"); default: Debug.Log("Unknown hand weapon type: " + type); return(""); } }
public static int cost(this HandWeaponType type) { switch (type) { case HandWeaponType.GUN: return(100); case HandWeaponType.REVOLVER: return(150); case HandWeaponType.MINIGUN: return(200); case HandWeaponType.GAUSSE: return(300); case HandWeaponType.RAILGUN: return(500); default: Debug.Log("Unknown hand weapon type: " + type); return(0); } }
public static Sprite getHandWeaponSprite(HandWeaponType type) { switch (type) { case HandWeaponType.GUN: return(handWeapons[0]); case HandWeaponType.REVOLVER: return(handWeapons[1]); case HandWeaponType.MINIGUN: return(handWeapons[2]); case HandWeaponType.GAUSSE: return(handWeapons[3]); case HandWeaponType.RAILGUN: return(handWeapons[4]); default: Debug.Log("Unknown hand weapon type: " + type); return(null); } }
public static HandWeaponData createHandWeaponData() { HandWeaponType type = HandWeaponType.GUN; switch (UnityEngine.Random.Range(0, Enum.GetNames(typeof(HandWeaponType)).Length)) { case 0: type = HandWeaponType.GUN; break; case 1: type = HandWeaponType.REVOLVER; break; case 2: type = HandWeaponType.MINIGUN; break; case 3: type = HandWeaponType.GAUSSE; break; case 4: type = HandWeaponType.RAILGUN; break; default: Debug.Log("Unmapped value for hand weapon"); break; } return(createHandWeaponData(type)); }
public static float volume(this HandWeaponType type) { return(0); }