Beispiel #1
0
        public static (int, int) GetUpgradeCost(UnitUpgrades upgrade, Player _player)
        {
            Upgrade myupgrade = UpgradePool.Upgrades.Where(x => x.Race == _player.Race && x.Name == upgrade).FirstOrDefault();

            if (myupgrade == null)
            {
                return(0, 0);
            }

            if (_player.Upgrades != null && _player.Upgrades.Count() > 0)
            {
                UnitUpgrade plup = _player.Upgrades.Where(x => x.Upgrade == myupgrade.Name).FirstOrDefault();
                if (plup != null)
                {
                    if (plup.Level == 3)
                    {
                        return(0, plup.Level);
                    }
                    else
                    {
                        return(myupgrade.Cost.SingleOrDefault(x => x.Key == plup.Level + 1).Value, plup.Level + 1);
                    }
                }
            }

            return(myupgrade.Cost[0].Value, 1);
        }
Beispiel #2
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        public static int UpgradeUnit(UnitUpgrades upgrade, Player _player)
        {
            (int cost, int lvl) = GetUpgradeCost(upgrade, _player);

            Upgrade myupgrade = UpgradePool.Upgrades.Where(x => x.Race == _player.Race && x.Name == upgrade).FirstOrDefault();

            if (myupgrade == null)
            {
                return(0);
            }

            UnitUpgrade plup = _player.Upgrades.Where(x => x.Upgrade == myupgrade.Name).FirstOrDefault();

            if (plup != null)
            {
                if (plup.Level < 3)
                {
                    plup.Level++;
                }
            }
            else
            {
                UnitUpgrade newup = new UnitUpgrade();
                newup.Upgrade = myupgrade.Name;
                newup.Level   = 1;
                _player.Upgrades.Add(newup);
            }
            return(cost);
        }
Beispiel #3
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        public static Dictionary <int, Dictionary <int, List <UnitUpgrade> > > GetUpgrades(dsreplay replay)
        {
            Dictionary <int, Dictionary <int, List <UnitUpgrade> > > Upgrades = new Dictionary <int, Dictionary <int, List <UnitUpgrade> > >();

            foreach (dsplayer pl in replay.PLAYERS)
            {
                Upgrades[pl.POS] = new Dictionary <int, List <UnitUpgrade> >();
                foreach (var ent in pl.Upgrades)
                {
                    int gameloop = ent.Key;
                    foreach (var upgrades in ent.Value)
                    {
                        UnitUpgrade u = UpgradePool.Map(upgrades);
                        if (u != null)
                        {
                            if (!Upgrades[pl.POS].ContainsKey(gameloop))
                            {
                                Upgrades[pl.POS][gameloop] = new List <UnitUpgrade>();
                            }
                            Upgrades[pl.POS][gameloop].Add(u);
                        }
                    }
                }
            }
            return(Upgrades);
        }
Beispiel #4
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 protected virtual void Awake()
 {
     myAttackRange    = FindObjectOfType <AttackRange>().GetComponent <AttackRange>();
     myAnimator       = GetComponent <tk2dSpriteAnimator>();
     projectileParent = GameObject.Find("ProjectilePool").GetComponent <Transform>();
     upgradeLevel     = 1;
     upgrade          = new UnitUpgrade(firstUpgradePrice, 1);
 }
Beispiel #5
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		public void GiveUnitUpgrade(UnitUpgrade? upgrade, int numLevels)
		{
			if (upgrade == UnitUpgrade.Firepower)
				FirepowerLevel = Math.Min(FirepowerLevel + numLevels, info.FirepowerMaxLevel);
			else if (upgrade == UnitUpgrade.Armor)
				ArmorLevel = Math.Min(ArmorLevel + numLevels, info.ArmorMaxLevel);
			else if (upgrade == UnitUpgrade.Speed)
				SpeedLevel = Math.Min(SpeedLevel + numLevels, info.SpeedMaxLevel);
		}
Beispiel #6
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 public void Upgrade(Spawner spawner, UnitUpgrade upgrade)
 {
     // if there are more tiers, and we have the money, upgrade the selected spawner
     if ( spawner!=null && upgrade!=null && currentMoney > upgrade.cost )
     {
         currentMoney -= upgrade.cost;
         spawner.currentUpgrade= upgrade;
         spawner.transform.FindChild("Barrack").renderer.material.color = upgrade.barrackColor;
     }
 }
Beispiel #7
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		public bool CanGainUnitUpgrade(UnitUpgrade? upgrade)
		{
			if (upgrade == UnitUpgrade.Firepower)
				return FirepowerLevel < info.FirepowerMaxLevel;
			if (upgrade == UnitUpgrade.Armor)
				return ArmorLevel < info.ArmorMaxLevel;
			if (upgrade == UnitUpgrade.Speed)
				return SpeedLevel < info.SpeedMaxLevel;

			return false;
		}
Beispiel #8
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        public bool CanUpgrade(UnitUpgrade upgrate)
        {
            if (unitUpgrades[(int)upgrate] + 1 <= maxUpgradeLevels[(int)upgrate])
            {
                switch (upgrate)
                {
                //case UnitUpgrade.Efficiency://можно всегда
                //    break;
                case UnitUpgrade.MiningBoost:
                    if (!unitModules[(int)UnitModule.Mining])
                    {
                        return(false);
                    }
                    break;

                case UnitUpgrade.MeleeBoost:
                    if (!unitModules[(int)UnitModule.MeleeAttack])
                    {
                        return(false);
                    }
                    break;

                case UnitUpgrade.DistantBoost:
                    if (!unitModules[(int)UnitModule.RangeAttack])
                    {
                        return(false);
                    }
                    break;

                //case UnitUpgrade.MovingBoost://можно всегда
                //    break;
                case UnitUpgrade.BuildingBoost:
                    if (!unitModules[(int)UnitModule.Building])
                    {
                        return(false);
                    }
                    break;

                //case UnitUpgrade.VisibilityRadiusIncrease://можно всегда
                //    break;
                //case UnitUpgrade.HeavyArmor://можно всегда
                //    break;
                case UnitUpgrade.RepairBoost:
                    if (!unitModules[(int)UnitModule.Repair])
                    {
                        return(false);
                    }
                    break;
                }
                return(true);
            }
            return(false);
        }
 void AddFirstButtonAction(Unit unit, UnitUpgrade upgr)
 {
     FirstButton.transform.GetComponentInChildren<Text>().text = "Add Upgrade";
     FirstButton.onClick.RemoveAllListeners();
     FirstButton.onClick.AddListener(()=> {
         unit.Upgrades.Add(new UnitUpgrade(upgr.Workname));
         XMLWorker.SaveSC(Controller.CurrentCitadel);
         ShowUnit(unit);
         FirstButton.transform.GetComponentInChildren<Text>().text = "";
         Controller.UpgradeChange(unit);
         unit.RecountProps();
         RefreshInfo(unit);
         FirstButton.onClick.RemoveAllListeners();
     });
 }
 void AddSecondButtonAction(Unit unit, UnitUpgrade upgr)
 {
     SecondButton.transform.GetComponentInChildren<Text>().text = "Remove Upgrade";
     SecondButton.onClick.RemoveAllListeners();
     SecondButton.onClick.AddListener(() => {
         unit.Upgrades.Remove(upgr);
         //XMLWorker.RemoveUpgrade(Controller.CurrentCitadel);
         ShowUnit(unit);
         SecondButton.transform.GetComponentInChildren<Text>().text = "";
         Controller.UpgradeChange(unit);
         unit.RecountProps();
         RefreshInfo(unit);
         SecondButton.onClick.RemoveAllListeners();
     });
 }
Beispiel #11
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        static void GenerateFactions()
        {
            UnitStats stats = new UnitStats();

            stats.SoftAttack         = 4;
            stats.SoftDefence        = 4;
            stats.HardAttack         = 3;
            stats.HardDefence        = 3;
            stats.BombardmentDefence = 3;
            stats.Movement           = 3;
            stats.Flags.Add(UnitFlag.Infantry);

            UnitStats bonus = new UnitStats();

            bonus.HardAttack  = 1;
            bonus.HardDefence = 1;

            UnitUpgrade upgrade = new UnitUpgrade();

            upgrade.Name   = "Upgrade";
            upgrade.Points = 5;
            upgrade.Slot   = 0;

            UnitType unit = new UnitType();

            unit.Name     = "Name";
            unit.Points   = 20;
            unit.Hardness = 0.0;
            unit.Stats    = stats;;
            unit.Upgrades.Add(upgrade);

            Faction faction = new Faction();

            faction.Name        = "Faction";
            faction.Description = "Description";
            faction.Units.Add(unit);

            FactionConfiguration factions = new FactionConfiguration();

            factions.Factions.Add(faction);

            var serialiser = new Nil.Serialiser <FactionConfiguration>("Factions.xml");

            serialiser.Store(factions);
        }
Beispiel #12
0
    //Initialize Unit upgrades
    private void InitUnitUpgrade()
    {
        for (int i = 0; i < numUnitUpgrades; ++i)
        {
            //create new unit upgrade object
            UnitUpgrade uu = new UnitUpgrade();
            uu.overlord     = overlord;
            uu.unit         = unit;
            uu.ID           = i;
            uu.upgrade      = this;
            uu.cost         = unitUpgradeCosts[i];
            uu.upgradeImage = UnitUpgradeImages[i];

            //set overlord action
            uu.overlordAction = () =>
            {
                overlord.SetUnitUpgrade(unit.BaseStats().unitID, i);
            };

            //set in array
            unitUpgrades[i] = uu;
        }
    }
 public static BuildingOperation NewUpgrade(Building building, Unit unit, UnitUpgrade up)
 {
     return(new NewUpgrade(building, unit, (int)up));
 }
Beispiel #14
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 public int GetUpgrade(UnitUpgrade upgrade)
 {
     return(unitUpgrades[(int)upgrade]);
 }
Beispiel #15
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 public void SetUpgrade(UnitUpgrade upgrade, int value)
 {
     unitUpgrades[(int)upgrade] = value;
 }
Beispiel #16
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 public void Upgrade(UnitUpgrade upgrade)
 {
     switch (upgrade)
     {
         case UnitUpgrade.Damage:
             Damage += DAMAGE_UPGRADE;
             break;
         case UnitUpgrade.Hitpoints:
             MaxHitpoints += HITPOINTS_UPGRADE;
             break;
     }
 }
Beispiel #17
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 private static void Set(UnitUpgrade up, UnitStats v)
 {
     dat[(int)up] = v;
 }
Beispiel #18
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 public static UnitStats Get(UnitUpgrade up)
 {
     return(dat[(int)up]);
 }
Beispiel #19
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        public static UnitUpgrade Map(string repUpgrade)
        {
            UnitUpgrade myupgrade = null;

            string race  = "";
            int    level = 0;
            string type  = "";
            string add   = "";

            Match match = rxUpgrade.Match(repUpgrade);

            if (match.Success)
            {
                race  = match.Groups[1].Value.ToString();
                type  = match.Groups[2].Value.ToString();
                level = int.Parse(match.Groups[3].Value);
                add   = match.Groups[4].Value;

                UnitRace myrace = UnitRace.Terran;
                if (race == "Protoss")
                {
                    myrace = UnitRace.Protoss;
                }
                else if (race == "Terran")
                {
                    myrace = UnitRace.Terran;
                }
                else if (race == "Zerg")
                {
                    myrace = UnitRace.Zerg;
                }

                UnitUpgrades upgradename = UnitUpgrades.GroundArmor;
                // Protoss
                if (type == "AirArmor")
                {
                    upgradename = UnitUpgrades.AirArmor;
                }
                else if (type == "AirWeapons")
                {
                    upgradename = UnitUpgrades.AirAttac;
                }
                else if (type == "GroundArmor")
                {
                    upgradename = UnitUpgrades.GroundArmor;
                }
                else if (type == "GroundWeapons")
                {
                    upgradename = UnitUpgrades.GroundAttac;
                }
                else if (type == "Shields")
                {
                    upgradename = UnitUpgrades.ShieldArmor;
                }
                // Terran
                else if (type == "InfantryArmor")
                {
                    upgradename = UnitUpgrades.GroundArmor;
                }
                else if (type == "InfantryWeapons")
                {
                    upgradename = UnitUpgrades.GroundAttac;
                }
                else if (type == "VehicleandShipPlating" || type == "VehicleAndShipPlating")
                {
                    upgradename = UnitUpgrades.VehicelArmor;
                }
                else if (type == "VehicleWeapons")
                {
                    upgradename = UnitUpgrades.VehicelAttac;
                }
                // Zerg
                else if (type == "FlyerAttacks")
                {
                    upgradename = UnitUpgrades.AirAttac;
                }
                else if (type == "FlyerCarapace")
                {
                    upgradename = UnitUpgrades.AirArmor;
                }
                else if (type == "GroundCarapace")
                {
                    upgradename = UnitUpgrades.GroundArmor;
                }
                else if (type == "MeleeAttacks")
                {
                    upgradename = UnitUpgrades.GroundMeleeAttac;
                }
                else if (type == "MissileAttacks")
                {
                    upgradename = UnitUpgrades.GroundAttac;
                }

                Upgrade u = UpgradePool.Upgrades.SingleOrDefault(x => x.Race == myrace && x.Name == upgradename);
                if (u != null)
                {
                    myupgrade         = new UnitUpgrade();
                    myupgrade.Upgrade = u.Name;
                    myupgrade.Level   = level;
                }
            }
            return(myupgrade);
        }
Beispiel #20
0
        /// <summary>
        ///     改良情報の追加ボタン押下時の処理
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        private void OnUpgradeAddButtonClick(object sender, EventArgs e)
        {
            // 選択中のユニットクラスがなければ何もしない
            UnitClass unit = classListBox.SelectedItem as UnitClass;
            if (unit == null)
            {
                return;
            }

            UnitClass selected = upgradeTypeComboBox.SelectedItem as UnitClass;
            UnitUpgrade upgrade = new UnitUpgrade { Type = selected?.Type ?? unit.Type };
            double val;
            if (DoubleHelper.TryParse(upgradeCostTextBox.Text, out val))
            {
                upgrade.UpgradeCostFactor = val;
            }
            if (DoubleHelper.TryParse(upgradeTimeTextBox.Text, out val))
            {
                upgrade.UpgradeTimeFactor = val;
            }

            Log.Info("[Unit] Added upgrade info: {0} {1} {2} ({3})", Units.Items[(int) upgrade.Type],
                DoubleHelper.ToString(upgrade.UpgradeCostFactor), DoubleHelper.ToString(upgrade.UpgradeTimeFactor), unit);

            // 改良情報を追加する
            unit.Upgrades.Add(upgrade);

            // 編集済みフラグを設定する
            upgrade.SetDirtyAll();
            unit.SetDirtyFile();

            // 改良リストビューに項目を追加する
            AddUpgradeListItem(upgrade);
        }
Beispiel #21
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        /// <summary>
        ///     改良リストの項目を追加する
        /// </summary>
        /// <param name="upgrade">追加対象の改良設定</param>
        private void AddUpgradeListItem(UnitUpgrade upgrade)
        {
            // 改良リストビューの項目を追加する
            upgradeListView.Items.Add(CreateUpgradeListItem(upgrade));

            // 追加した項目を選択する
            int index = upgradeListView.Items.Count - 1;
            upgradeListView.Items[index].Focused = true;
            upgradeListView.Items[index].Selected = true;
            upgradeListView.EnsureVisible(index);

            // 改良の編集項目を有効化する
            EnableUpgradeItems();
        }
Beispiel #22
0
        /// <summary>
        ///     改良リストの項目を作成する
        /// </summary>
        /// <param name="upgrade">改良設定</param>
        /// <returns>改良リストの項目</returns>
        private static ListViewItem CreateUpgradeListItem(UnitUpgrade upgrade)
        {
            ListViewItem item = new ListViewItem { Text = Units.Items[(int) upgrade.Type].ToString() };
            item.SubItems.Add(DoubleHelper.ToString(upgrade.UpgradeCostFactor));
            item.SubItems.Add(DoubleHelper.ToString(upgrade.UpgradeTimeFactor));

            return item;
        }
 public void UpgradeUnit(Unit pUnit, UnitUpgrade upgrade)
 {
     if (CheckResources(UPGRADE_COST, 0, 0, pUnit.Owner))
     {
         pUnit.Upgrade(upgrade);
         pUnit.Owner.Resources.Gold += -UPGRADE_COST;
         UiScript.Instance.UpdateUi();
     }
     else
         Debug.Log("Nog enough resources");
 }