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39 lines
1.4 KiB
39 lines
1.4 KiB
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Random = UnityEngine.Random;
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/// <summary>
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/// This item factory literally just takes a handcrafted list of items and populates the model with that!
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/// </summary>
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[CreateAssetMenu]//Allows creating ViewConfig objects in Assets -> Create menu in the Unity Editor
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public class ProceduralWeaponFactory : ItemFactory
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{
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public ItemRarity Rarity;
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public int DamageMin;
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public int DamageMax;
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public int PriceMin;
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public int PriceMax;
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public ItemPrototype[] Items;
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public int Amount;
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public override void PopulateModel(ShopModel model)
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{
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for (int i = 0; i < Amount; i++)
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{
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var item = Items[Random.Range(0, Items.Length)];
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model.inventory.AddItem(new ItemWeapon(item.Name,item.Sprite.name,Random.Range(PriceMin,PriceMax),Random.Range(DamageMin,DamageMax) + item.AttackBonus,Random.Range(DamageMin,DamageMax) + item.AttackBonus + 3,item.Description, Rarity));
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}
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}
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}
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// This has the sole purpose of associating a sprite with a name for the factory. Not making it a scriptable object because doing this in the factory editor view is faster
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[System.Serializable]
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public struct ItemPrototype
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{
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public Sprite Sprite;
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public string Name;
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public string Description;
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public int AttackBonus;
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}
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