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csharp
2 years ago
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for (int i = 0; i < 2; i++) { Modifier tmpModifier; if (i == 0) tmpModifier = modifier.positiveModifier; else tmpModifier = modifier.negativeModifier; switch (tmpModifier.modifierName) { case "Hoard": manager.equipmentChestDrops += (int)tmpModifier.value; break; case "Treasure": manager.chanceToGenerateChest += (int)tmpModifier.value; break; case "Rich": manager.coinBonus += tmpModifier.value; break; case "Haunted": manager.soulBonus += (int)tmpModifier.value; break; case "Journey": manager.artifactBonus += tmpModifier.value; break; case "Afterlife": manager.afterlife = true; break; case "Healing": manager.healing += tmpModifier.value; break; case "Furious": manager.enemyDmgBonus += tmpModifier.value; break; case "Swift": manager.enemySpdBonus += tmpModifier.value; break; case "Locked": manager.locked = true; break; case "Clumsy": manager.clumsy = true; break; case "Inert": manager.inert = true; break; case "Strong": case "Weak": manager.dmgBonus += tmpModifier.value; break; case "Speedy": case "Slowed": manager.spdBonus += tmpModifier.value; break; case "Extended": case "Endless": case "Fast": case "Rush": manager.dungeonTime += tmpModifier.value; break; case "Silent": case "Crowded": manager.enemySpawning += (int)tmpModifier.value; break; case "Simple": case "Easy": case "Hard": case "Challenging": manager.dungeonDifficulty += (int)tmpModifier.value; break; case "Lucky": case "Unlucky": manager.luck += (int)tmpModifier.value; break; case "Reinforced": case "Fragile": manager.durabilityMultiplier += tmpModifier.value; break; default: Debug.LogError("Fallthrough case detected!"); break; } }
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