public FloorReport(PlayerFloorData PFD, int FloorNumber) { this.TotalChests = new List <string>(); this.TotalPickups = new List <string>(); this.FloorNumber = FloorNumber; for (int i = 0; i < PFD.GetRoomList().Count; i++) { this.TotalChests.Add(PFD.GetRoom(i).GeneratedChest); this.TotalPickups.Add(PFD.GetRoom(i).GeneratedPickup); } }
public Floor(int FloorNumber) { //Universal variables this.ChestRoomsLeft = 2; this.BossRoomsLeft = 1; this.PickupChance = 26; this.KeyChance = 24.36f; this.ChestAtClearChance = 1; this.ChestIncrementChance = 9; this.PFD = new PlayerFloorData(); this.R = 0; this.FirstRoomFlag = false; //Per floor variables switch (FloorNumber) { case 1: this.RemainingRoomsOnFloor = 13; this.DChestChance = 35; this.CChestChance = 32; this.BChestChance = 20; this.AChestChance = 9; this.SChestChance = 4; this.currentFloor = 1; break; case 2: this.RemainingRoomsOnFloor = 16; this.DChestChance = 10; this.CChestChance = 37; this.BChestChance = 40; this.AChestChance = 9; this.SChestChance = 4; this.currentFloor = 2; break; case 3: this.RemainingRoomsOnFloor = 20; this.DChestChance = 2; this.CChestChance = 26; this.BChestChance = 54; this.AChestChance = 12.5f; this.SChestChance = 5.5f; this.currentFloor = 3; break; case 4: this.RemainingRoomsOnFloor = 22; this.DChestChance = 2; this.CChestChance = 20; this.BChestChance = 50; this.AChestChance = 20; this.SChestChance = 8; this.currentFloor = 4; break; case 5: this.RemainingRoomsOnFloor = 24; this.DChestChance = 0; this.CChestChance = 10; this.BChestChance = 42.5f; this.AChestChance = 35; this.SChestChance = 12.5f; this.currentFloor = 5; break; } }