/// <summary> /// Gets the level threshold. /// </summary> /// <returns>The abs level threshold.</returns> public int GetShowLevelThreshold(int playerID, int targetPlayerID) { int forceID = ForceSetting.Instance.GetForceID(playerID); if (!m_ForceIDList.Contains(forceID)) { return(DefaultReputationValue); } int value = GetReputationValue(playerID, targetPlayerID); ReputationLevel level = ReputationSystem.ConvntValueToLevel(value); return(GetLevelThreshold(level)); }
public int GetShowReputationValue(int playerID, int targetPlayerID) { int value = GetReputationValue(playerID, targetPlayerID); ReputationLevel level = ReputationSystem.ConvntValueToLevel(value); if (level == ReputationLevel.Fear) { return(value); } int preValue = ReputationLevelValue[(int)level - 1]; return(value - preValue); }
public static int GetLevelThreshold(ReputationLevel level) { return(ReputationLevelValueEX[(int)level]); }
public void ResetState() { level = ReputationSystem.ConvntValueToLevel((exValue > 0)?exValue:reputationValue); belligerency = level < ReputationLevel.Neutral; }
public static List<Reputation> GetFilteredReputation(this List<Reputation> reputations, ReputationLevel repLevel) { return reputations.FindAll(r => r.Level == repLevel); }
public Reputation(ReputationLevel level) { this.level = level; }
public Reputation(Reputation reputation) { level = reputation.level; }
public Reputation() { level = ReputationLevel.None; }