1using System.Collections.Generic;
7 public const byte oak = 1;
11 public const byte mud = 4;
13 public const byte sand = 8;
15 public const byte soil = 45;
17 public const byte snow = 48;
23 public const byte ice = 61;
25 public const byte gold = 12;
47 group = ((
EClass.
rnd(2) == 0) ?
"metal" :
"leather");
49 if (!(group ==
"metal"))
51 if (group ==
"leather" &&
EClass.
rnd(15) == 0)
64 num = Mathf.Clamp(lv / 15, 0, tierList.
tiers.Length - 1);
69 int min = ((lv >= 60) ? 2 : ((lv >= 25) ? 1 : 0));
74 if (obj.
list.Count == 0)
76 Debug.Log(lv +
"/" + group +
"/" + num +
"/");
88 int min = ((lv >= 60) ? 2 : ((lv >= 25) ? 1 : 0));
94 return list.RandomItemWeighted((
SourceMaterial.
Row a) => a.chance * ((a.tier != idTier) ? 1 : 5));
static SourceManager sources
static SourceMaterial.Row GetRandomMaterial(int lv, string group=null, bool tryLevelMatTier=false)
static SourceMaterial.Row sourceOak
static SourceMaterial.Row GetRandomMaterialFromCategory(int lv, string cat, SourceMaterial.Row fallback)
static SourceMaterial.Row GetRandomMaterialFromCategory(int lv, string[] cat, SourceMaterial.Row fallback)
static SourceMaterial.Row sourceSnow
static SourceMaterial.Row sourceIce
static SourceMaterial.Row sourceGold
static SourceMaterial.Row sourceWaterSea
static Dictionary< string, TierList > tierMap