// Damage = 60, reload time = 7, ~~ 10 DPS public override Gun spawn(float rarity) { Musket m = new Musket(); m.reloadtime = 7 - (rarity * 3); return(m); }
public void addGuns() { for (int i = 0; i != ((dim_ * dim_) / 1000); ++i) { Gun g = null; switch (Random.Range(0, 4)) { case 0: g = new Musket().spawn(0); break; case 1: g = new Revolver().spawn(0); break; case 2: g = new M1911().spawn(0); break; case 3: g = new ShortyShotgun().spawn(0); break; } tiles_[Random.Range(0, dim_), Random.Range(0, dim_)] = new GroundGun(g); } }