示例#1
0
    private int weaponIndex; //the current index of the weapon array

    #endregion Fields

    #region Constructors

    public WeaponManager()
    {
        weaponsAvailable = new Weapon[WeaponManager.WEAPONS_AVAILABLE];

        weaponsAvailable[0] = new BasicSword(1);
        weaponsAvailable[1] = new SwordOfTruth(0);
        weaponsAvailable[2] = new KnightSword(0);
        weaponsAvailable[3] = new WhirlwindAxe(0);
        weaponIndex = 0;
        currentWeapon = weaponsAvailable[weaponIndex];
    }
示例#2
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    // Constructor to load from save file with levels on weapons
    public WeaponManager(int[] weaponsLevels, int equippedWeapon)
    {
        weaponsAvailable = new Weapon[WeaponManager.WEAPONS_AVAILABLE];

        weaponsAvailable[0] = new BasicSword(weaponsLevels[0]);
        weaponsAvailable[1] = new SwordOfTruth(weaponsLevels[1]);
        weaponsAvailable[2] = new KnightSword(weaponsLevels[2]);
        weaponsAvailable[2] = new WhirlwindAxe(weaponsLevels[3]);
        weaponIndex = equippedWeapon;
        currentWeapon = weaponsAvailable[weaponIndex];
    }
示例#3
0
    //method for the drop at the end of the level
    //return the droping weapon or null if the player don't got a weapon
    public static Weapon getWeaponDrop(int level)
    {
        Weapon returnValue = null;
        int randomType = Random.Range(0, 100);
        int randomWeapon = Random.Range(0, 100);

        if (randomType < 5)
        {
            returnValue = new SwordOfTruth(level);
        }
        else if (randomType < 25)
        {
            if (randomWeapon < 50)
                returnValue = new KnightSword(level);
            else
                returnValue = new WhirlwindAxe(level);
        }
        else
        {
            returnValue = new BasicSword(level);
        }

        return returnValue;
    }