示例#1
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    //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();
    }
示例#2
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    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;
    }
示例#3
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 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;
 }
示例#4
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 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";
     }
 }
示例#5
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    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);
        }
    }
示例#6
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 public ASkillDamage()
 {
     this.damage           = new MinMaxi(0, 0);
     this.elementaryDamage = e_elementaryDamage.Physical;
     this.category         = e_skillCategory.Damage;
 }
示例#7
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 public ASkillInvocation()
 {
     this.life             = new CurrentMaxf(0.0f, 0.0f);
     this.invocationNumber = new MinMaxi(0, 0);
     category = e_skillCategory.Invocation;
 }
示例#8
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 public ASkillInvocationDamage()
 {
     this.damage      = new MinMaxi();
     this.attackSpeed = new CurrentTimeTimer();
 }