public virtual void SetMaxDefbyRank(ItemManager.Rank rank) { switch (rank) { case ItemManager.Rank.Common: defensivePowerMax = defensivePowerMin * 2 - 1; break; case ItemManager.Rank.Rare: defensivePowerMax = defensivePowerMin * 3 - 2; break; case ItemManager.Rank.Legendary: defensivePowerMax = defensivePowerMin * 4 - 3; break; default: defensivePowerMax = defensivePowerMin; Debug.Log("무기 공격력 최댓값 설정 오류"); break; } }
public virtual void SetMaxAtkbyRank(ItemManager.Rank rank) { switch (rank) { case ItemManager.Rank.Common: attackPowerMax = attackPowerMin * 2 - 1; break; case ItemManager.Rank.Rare: attackPowerMax = attackPowerMin * 3 - 2; break; case ItemManager.Rank.Legendary: attackPowerMax = attackPowerMin * 4 - 3; break; default: attackPowerMax = attackPowerMin; Debug.Log("무기 공격력 최댓값 설정 오류"); break; } }
public void setRank(ItemManager.ItemCategory category) { BoardManager boardManager = GameObject.Find("BoardManager").GetComponent <BoardManager>(); ItemManager itemManager = GameObject.Find("ItemManager").GetComponent <ItemManager>(); int floor = boardManager.WhichFloor; int cPer = 77 - 7 * floor; int rPer = 20 + 5 * floor; int lPer = 3 + 2 * floor; UnityEngine.Random.InitState((int)System.DateTime.Now.Ticks); int rand = UnityEngine.Random.Range(0, 100); bool rankSet = false; while (!rankSet) { rand = UnityEngine.Random.Range(0, 100); if (rand < cPer) { if (itemManager.cEquip.Contains(category)) { rankSet = true; rank = ItemManager.Rank.Common; } } else if (rand < cPer + rPer) { if (itemManager.rEquip.Contains(category)) { rankSet = true; rank = ItemManager.Rank.Rare; } } else { if (itemManager.lEquip.Contains(category)) { rankSet = true; rank = ItemManager.Rank.Legendary; } } } Debug.Log(name + "의 등급은" + rank.ToString()); }
public override void SetMaxAtkbyRank(ItemManager.Rank rank) { }