update design
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@@ -24,8 +24,8 @@ namespace GeometryTD.Definition
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int normalizedBase = (int)NormalizeComponentRarity(baseRarity);
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float average = (normalizedMuzzle + normalizedBearing + normalizedBase) / 3f;
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int rounded = Mathf.RoundToInt(average);
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int clamped = Mathf.Clamp(rounded, (int)RarityType.White, (int)RarityType.Red);
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int floored = Mathf.FloorToInt(average);
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int clamped = Mathf.Clamp(floored, (int)RarityType.White, (int)RarityType.Red);
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return (RarityType)clamped;
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}
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}
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