Beispiel #1
0
    internal float GetCurrentMeleeUnitHitCooldown()
    {
        MeleeTowerLevel meleeTowerLevel = (MeleeTowerLevel)towerLevels[currentTowerLevelIndex];

        if (meleeTowerLevel == null)
        {
            return(1f);
        }

        return(meleeTowerLevel.unitHitCooldown);
    }
Beispiel #2
0
    internal float GetCurrentMeleeSpotRange()
    {
        MeleeTowerLevel meleeTowerLevel = (MeleeTowerLevel)towerLevels[currentTowerLevelIndex];

        if (meleeTowerLevel == null)
        {
            return(1.5f);
        }

        return(meleeTowerLevel.meleeSpotRange);
    }
Beispiel #3
0
    internal float GetCurrentMeleeUnitDamage()
    {
        MeleeTowerLevel meleeTowerLevel = (MeleeTowerLevel)towerLevels[currentTowerLevelIndex];

        if (meleeTowerLevel == null)
        {
            return(1);
        }

        return(meleeTowerLevel.unitDamage);
    }
Beispiel #4
0
    //internal int GetCurrentMeleeUnitDefense()
    //{
    //    MeleeTowerLevel meleeTowerLevel = (MeleeTowerLevel)towerLevels[currentTowerLevelIndex];
    //    if (meleeTowerLevel == null) return 0;

    //    return meleeTowerLevel.unitDefense;
    //}
    internal float GetCurrentMeleeUnitSpeed()
    {
        MeleeTowerLevel meleeTowerLevel = (MeleeTowerLevel)towerLevels[currentTowerLevelIndex];

        if (meleeTowerLevel == null)
        {
            return(0f);
        }

        return(meleeTowerLevel.unitSpeed);
    }
Beispiel #5
0
    internal RuntimeAnimatorController GetCurrentMeleeUnitDeathAnimationController()
    {
        MeleeTowerLevel meleeTowerLevel = (MeleeTowerLevel)towerLevels[currentTowerLevelIndex];

        if (meleeTowerLevel == null)
        {
            return(null);
        }

        return(meleeTowerLevel.deathAnimatorController);
    }