public Reward getRandomReward() { int tong = 0; for (int i = 0; i < UuTien.Length; i++) { tong += UuTien[i]; } int random = UnityEngine.Random.Range(1, tong + 1); TypeReward kq = TypeReward.WeaponCommon; for (int i = 0; i < NameOfRewards.Length; i++) { random -= UuTien[i]; if (random <= 0) { kq = NameOfRewards[i]; break; } } Debug.Log(kq.ToString()); List<Reward> rewards = RewardManager.GetRewards(kq); if (rewards.Count == 0) { return null; } return rewards[UnityEngine.Random.Range(0, rewards.Count)]; }
public override bool EqualTypeByChest(TypeReward type) { if (type == TypeReward.Gold1 || type == TypeReward.Gold2 || type == TypeReward.Gold3) { return(false); } if (type == TypeReward.WeaponCommon && weapon.TypeOfWeapon == LevelWeapon.Common) { return(true); } if (type == TypeReward.WeaponEpic && weapon.TypeOfWeapon == LevelWeapon.Epic) { return(true); } if (type == TypeReward.WeaponRare && weapon.TypeOfWeapon == LevelWeapon.Rare) { return(true); } if (type == TypeReward.WeaponVeryRare && weapon.TypeOfWeapon == LevelWeapon.VeryRare) { return(true); } if (type == TypeReward.WeaponLegendary && weapon.TypeOfWeapon == LevelWeapon.Legendary) { return(true); } return(false); }
public override bool EqualTypeByChest(TypeReward type) { if (Level == 1 && type == TypeReward.Gold1) { return(true); } if (Level == 2 && type == TypeReward.Gold2) { return(true); } if (Level == 3 && type == TypeReward.Gold3) { return(true); } return(false); }
public static List <Reward> GetRewards(TypeReward type) { List <Reward> Rewards = new List <Reward>(); // Thêm danh dách Reward Rewards.AddRange(AllRewards.rewardWeapons); Rewards.AddRange(AllRewards.rewardGolds); List <Reward> re = new List <Reward>(); foreach (Reward reward in Rewards) { if (reward.EqualTypeByChest(type)) { Debug.Log("Add:" + reward.Name); re.Add(reward); } } return(re); }
public abstract bool EqualTypeByChest(TypeReward type);
public override bool EqualTypeByChest(TypeReward type) { return(false); }