public static void AssignTierLevel(List <Employee> list, int trainingCount, int NormalCount, int level1Count, int level2Count, int level3Count) { for (int i = 0; i < list.Count; i++) { TierLevel lvl = TierLevel.Level3; if (trainingCount > 0) { lvl = TierLevel.Training; trainingCount--; } else if (NormalCount > 0) { NormalCount--; lvl = TierLevel.Normal; } else if (level1Count > 0) { level1Count--; lvl = TierLevel.Level1; } else if (level2Count > 0) { level2Count--; lvl = TierLevel.Level2; } list[i].CommissionTierLevel = lvl; } }
private void MapTierLevels(TierLevel response) { var tempLevels = (from t in response.Levels select new LevelModel { LevelId = t.LevelId, LevelName = t.LevelName }).ToList(); var tempTier = (from t in response.Tiers select new TierModel { TierId = t.TierId, TierName = t.TierName }).ToList(); var tempPumpTierLevel = (from p in response.PumpTierLevels select new PumpTierLevelModel { LevelId = p.LevelId, TierName = p.TierName, TierId = p.TierId, LevelName = p.LevelName, PumpId = p.PumpId }).ToList(); TierlevelModel = new TierLevelModel { PageCaption = response.PageCaption, Levels = new ObservableCollection <LevelModel>(tempLevels), PumpTierLevels = new ObservableCollection <PumpTierLevelModel>(tempPumpTierLevel), Tiers = new ObservableCollection <TierModel>(tempTier) }; }
/// <summary> /// /// Gets a hero of a particular tier level and class /// /// </summary> public UnitData GetHero(Classes.ClassList neededClass, TierLevel heroTierLevel, TierLevel abilityTierLevel) { if (neededClass != Classes.ClassList.Default) { var heroTier = new HeroTier() { HeroClass = neededClass, TierLevel = heroTierLevel }; var abilityTier = new HeroTier() { HeroClass = neededClass, TierLevel = abilityTierLevel }; HeroLookup.TryGetValue(heroTier, out var heroData); HeroAbilityLookup.TryGetValue(abilityTier, out var abilityData); //Removes the default ability on the hero card and replaces it with the required ability heroData.Abilities.Clear(); heroData.Abilities.Add(abilityData); return(heroData); } else { throw new Exception("Cannot get hero from Default class"); } }
/// <summary> /// /// Initialise the Card Detail display /// /// </summary> public void ShowUpgradeDetails(UpgradeData upgradeData, DeckData currentDeck) { //Reset all cards on the display GameManager.DestroyAllChildren(upgradeParent); GameManager.DestroyAllChildren(currentHeroParent); GameManager.DestroyAllChildren(newHeroParent); //Creates the main card on the display GameObject mainUpgrade = GameManager.instance.upgradeManager.CreateUpgrade(upgradeData, upgradeParent.transform, currentDeck, upgradeScaling); mainUpgrade.name = $"Main Upgrade- {upgradeData.Name}"; tagText.text = $"Upgrade Tag: {upgradeData.UpgradeTag}"; //Checks if the card is a hero modifier if ((upgradeData.UpgradeTag == UpgradeTags.AbilityUpgrade || upgradeData.UpgradeTag == UpgradeTags.HeroUpgrade) && currentDeck != null) { heroUpgradeArea.SetActive(true); TierLevel currentHeroTier = currentDeck.HeroTier; TierLevel currentAbilityTier = currentDeck.AbilityTier; TierLevel newHeroTier = currentHeroTier; TierLevel newAbilityTier = currentAbilityTier; //Gets the new hero tier levels for abilities or heroes if (upgradeData.UpgradeTag == UpgradeTags.AbilityUpgrade) { newAbilityTier = upgradeData.TierLevel; } else { newHeroTier = upgradeData.TierLevel; } //Gets the related hero card var currentHeroCard = GameManager.instance.libraryManager.GetHero(currentDeck.DeckClass, currentHeroTier, currentAbilityTier); CreateHeroCard(currentHeroCard, currentHeroParent.transform); var newHeroCard = GameManager.instance.libraryManager.GetHero(currentDeck.DeckClass, newHeroTier, newAbilityTier); CreateHeroCard(newHeroCard, newHeroParent.transform); } else { heroUpgradeArea.SetActive(false); } }
/// <summary> /// /// Function for updating the tier level of the hero card /// /// </summary> public void UpdateHeroCard(TierLevel heroTier, TierLevel abilityTier) { HeroTier = heroTier; AbilityTier = abilityTier; HeroCard = GameManager.instance.libraryManager.GetHero(DeckClass, heroTier, abilityTier); //Add the hero upgrades. Loops between tier 1 and the selected Hero Tier for (int tierIndex = (int)TierLevel.Tier1; tierIndex <= (int)heroTier; tierIndex++) { var heroUpgrade = GameManager.instance.upgradeManager.GetUpgrade(UpgradeTags.HeroUpgrade, (TierLevel)tierIndex); UpgradeList.Add(heroUpgrade); UpgradeIdList.Add(heroUpgrade.Id.Value); } //Add the hero ability upgrades. Loops between tier 1 and the selected Hero Tier for (int tierIndex = (int)TierLevel.Tier1; tierIndex <= (int)abilityTier; tierIndex++) { var abilityUpgrade = GameManager.instance.upgradeManager.GetUpgrade(UpgradeTags.AbilityUpgrade, (TierLevel)tierIndex); UpgradeList.Add(abilityUpgrade); UpgradeIdList.Add(abilityUpgrade.Id.Value); } }
/// <summary> /// /// Gets an upgrade tier of a particular tag (either hero or ability upgrades) /// /// </summary> public UpgradeData GetUpgrade(UpgradeTags upgradeTag, TierLevel tierLevel) { //Only hero and ability upgrades are valid to be selected using this method if (upgradeTag == UpgradeTags.HeroUpgrade || upgradeTag == UpgradeTags.AbilityUpgrade) { //Tier 0 and default doesn't have a valid upgrade if (tierLevel != TierLevel.Tier0 || tierLevel != TierLevel.Default) { //Gets the valid tag var validUpdgrades = upgradeLibrary.UpgradeList.Where(x => x.UpgradeTag == upgradeTag); return(validUpdgrades.FirstOrDefault(x => x.TierLevel == tierLevel)); } else { throw new Exception("Not a valid tier level"); } } else { throw new Exception("Not a valid upgrade tag"); } }
/// <summary> /// /// Sets the tier level of the player resource /// /// </summary> public override void SetTierLevel(TierLevel tierLevel) { base.SetTierLevel(tierLevel); StartingMana = STARTING_MANA_VALUES[(int)tierLevel]; }
/// <summary> /// /// Sets the tier level of the player resource /// /// </summary> public override void SetTierLevel(TierLevel tierLevel) { base.SetTierLevel(tierLevel); BountyGain = BOUNTY_GAINS[(int)tierLevel]; }
/// <summary> /// /// Sets a new tier level for the player resource /// /// </summary> public virtual void SetTierLevel(TierLevel tierLevel) { TierLevel = tierLevel; }
/// <summary> /// /// Sets the tier level of the player resource /// /// </summary> public override void SetTierLevel(TierLevel tierLevel) { base.SetTierLevel(tierLevel); WildGain = WILD_GAIN_VALUES[(int)tierLevel]; }
public Tier(TierLevel level, Collateral collateral) { Level = level; Collateral = collateral; }
public HeroTier() { HeroClass = Classes.ClassList.Default; TierLevel = TierLevel.Default; }
// Update is called once per frame void Update() { fixBugHack(); //barLevelWorship = worship + startingWorship; float third = MAX_WORSHIP / 3; if (worship < third) { tierLevel = TierLevel.LOW; lavaPercent = .3f; decreasePercentage = .02f; } else if (worship < 2 * third) { tierLevel = TierLevel.MEDIUM; lavaPercent = .3f; decreasePercentage = .04f; } else { tierLevel = TierLevel.HIGH; lavaPercent = .3f; decreasePercentage = .06f; } goodDevotion = 0; badDevotion = 0; VillageController[] villages = FindObjectsOfType <VillageController> (); foreach (VillageController village in villages) { if (village != null) { goodDevotion += village.goodDevotion; badDevotion += village.badDevotion; } } worship = goodDevotion + badDevotion + changeInWorship; if (counter >= DecreaseCount) { changeInWorship -= Mathf.Max(worship * decreasePercentage, decreaseMin); counter = 0; } if (!instantiated) { counter += Time.deltaTime; // Game Over if (worship <= 0f) { Application.LoadLevel("LoseScreen"); } } //Game Win if (MAX_WORSHIP <= worship && !instantiated) { MAX_WORSHIP += MAX_WORSHIP; Debug.Log("ERUPTING TO NEXT LEVEL OMG SO DANK"); GameObject.FindGameObjectWithTag("MainCamera").GetComponent <CameraControl>().startShakingCamera(1f, .5f); Handheld.Vibrate(); FindObjectOfType <LevelController>().erupt(); eruptCount++; if (FindObjectOfType <LevelController>().levels.Length == eruptCount) { Debug.Log("End Game: " + Properties.lastPlayedStyle); if (Properties.lastPlayedStyle == Properties.PlayStyle.BAD) { Application.LoadLevel("WinScreenBad"); } else if (Properties.lastPlayedStyle == Properties.PlayStyle.GOOD) { Application.LoadLevel("WinScreenGood"); } else { Application.LoadLevel("WinScreen"); } } //worship = startingWorship; if (instantiated) { //Destroy(FindObjectOfType<AccelControl>().gameObject); } } SpriteRenderer spriteRender = GetComponent <SpriteRenderer>(); if (goodDevotion - badDevotion > goodDevotionLower) { spriteRender.sprite = happyVolcano; maxSpeed = maxSpeedStart; timeLava = timeGoodLava; Properties.lastPlayedStyle = Properties.PlayStyle.GOOD; } else if (badDevotion - goodDevotion > badDevotionLower) { spriteRender.sprite = angryVolcano; maxSpeed = maxSpeedBad; timeLava = timeLavaStart; Properties.lastPlayedStyle = Properties.PlayStyle.BAD; } else { spriteRender.sprite = mehVolcano; maxSpeed = maxSpeedStart; timeLava = timeLavaStart; Properties.lastPlayedStyle = Properties.PlayStyle.NUETRAL; } }
/// <summary> /// /// Sets the tier level of the player resource /// /// </summary> public override void SetTierLevel(TierLevel tierLevel) { base.SetTierLevel(tierLevel); PrayerModifier = PRAYER_MODIFIERS[(int)tierLevel]; }
/// <summary> /// /// Sets the tier level of the player resource /// /// </summary> public override void SetTierLevel(TierLevel tierLevel) { base.SetTierLevel(tierLevel); BaseKnowledgeGain = BASE_KNOWLEDGE_GAINS[(int)tierLevel]; }
/// <summary> /// /// Sets the tier level of the player resource /// /// </summary> public override void SetTierLevel(TierLevel tierLevel) { base.SetTierLevel(tierLevel); BaseEnergyGain = BASE_ENERGY_GAINS[(int)tierLevel]; }