//public MinMaxf NumberOfItemGenerated { get { return numberOfItemGenerated; } // private set { numberOfItemGenerated = value; } } #endregion public AItemGenerator() { this.levelRequired = new MinMaxi(); this.level = new MinMaxi(); this.instantiateType = e_itemInstantiateType.OnGround; this.NumberOfItemGenerated = new MinMaxf(); }
public AEntityAttribute() { this.attributes = new float[((int)e_entityAttribute.SIZE)]; this.damage = new MinMaxi(8, 12); this.life = new CurrentMaxf(0.0f, 0.0f); this.mana = new CurrentMaxf(0.0f, 0.0f); this.castSpeed = new CurrentTimeTimer(0.0f, 0.0f); this.attackSpeed = new CurrentTimeTimer(0.0f, 0.0f); this.attributes[((int)e_entityAttribute.Move_Speed)] = 20; this.attributes[((int)e_entityAttribute.Move_Speed_Percent)] = 100f; this.attributes[((int)e_entityAttribute.Move_Speed_Factor)] = 0.0005f; this.attributes[((int)e_entityAttribute.Defence_Percent)] = 100f; this.attributes[((int)e_entityAttribute.Fast_Cast_Percent)] = 100f; this.attributes[((int)e_entityAttribute.Attack_Speed_PercentPercent)] = 100f; this.attributes[((int)e_entityAttribute.Gold_Amount_Percent)] = 100f; this.attributes[((int)e_entityAttribute.Gold_Quantity_Percent)] = 100f; this.attributes[((int)e_entityAttribute.Gold_Rarity_Percent)] = 100f; this.attributes[((int)e_entityAttribute.Item_Quantity_Percent)] = 100f; this.attributes[((int)e_entityAttribute.Item_Rarity_Percent)] = 100f; this.attributes[((int)e_entityAttribute.Experience_Percent)] = 100f; this.skillEffectPercent = 1; this.skillTimer = 200; this.level = 1; }
public GenericTableOfLoot() { itemGenerator = new ItemGenerator <TModuleType>(); fixedStuff = new List <AItem <TModuleType> >(); stuffGenerated = new MinMaxf(); consommableGenerated = new MinMaxf(); this.goldQuantity = new MinMaxf(); goldGenerated = new MinMaxi(); size = 50; maxWeight = 5000; }
public void GenerateGoldRarityAndAmount(MinMaxi goldAmount, float goldRarity) { this.name = "Gold Coin"; this.amount = goldAmount.RandomBetweenValues(); if (goldRarity > Random.Range(0f, ((int)Mathf.Pow(3, 1)))) { this.amount *= Random.Range(1.5f, 2.5f); this.name = "Gold Purse"; } if (goldRarity > Random.Range(0f, ((int)Mathf.Pow(3, 2)))) { this.amount *= Random.Range(1.5f, 2.5f); this.name = "Gold Chest"; } }
public void GenerateGold(MinMaxf goldQuantity, MinMaxi goldAmount) { float numberOfItemGenerate = MathExtension.GenerateRandomIntBetweenFloat(new MinMaxf(goldQuantity.min * this.lootAttribute.GoldQuantityPercent, goldQuantity.max * lootAttribute.GoldQuantityPercent)); for (byte goldIndex = 0; goldIndex < numberOfItemGenerate; goldIndex++) { this.goldGenerator.GenerateGoldRarityAndAmount(new MinMaxi((int)(goldAmount.Min * lootAttribute.GoldAmountPercent), (int)(goldAmount.Max * lootAttribute.GoldAmountPercent)), this.lootAttribute.GoldRarityPercent); GameObject goldItem = goldGenerator.GenerateGold(); goldItem.transform.position = position + (new Vector3(Random.insideUnitCircle.x, 0, Random.insideUnitCircle.y) * this.range); } }
public ASkillDamage() { this.damage = new MinMaxi(0, 0); this.elementaryDamage = e_elementaryDamage.Physical; this.category = e_skillCategory.Damage; }
public ASkillInvocation() { this.life = new CurrentMaxf(0.0f, 0.0f); this.invocationNumber = new MinMaxi(0, 0); category = e_skillCategory.Invocation; }
public ASkillInvocationDamage() { this.damage = new MinMaxi(); this.attackSpeed = new CurrentTimeTimer(); }