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;
     }
 }
Ejemplo n.º 2
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        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)
            };
        }
Ejemplo n.º 3
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    /// <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");
        }
    }
Ejemplo n.º 4
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    /// <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);
        }
    }
Ejemplo n.º 5
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    /// <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);
        }
    }
Ejemplo n.º 6
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 /// <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");
     }
 }
Ejemplo n.º 7
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 /// <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];
 }
Ejemplo n.º 8
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 /// <summary>
 ///
 /// Sets the tier level of the player resource
 ///
 /// </summary>
 public override void SetTierLevel(TierLevel tierLevel)
 {
     base.SetTierLevel(tierLevel);
     BountyGain = BOUNTY_GAINS[(int)tierLevel];
 }
Ejemplo n.º 9
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 /// <summary>
 ///
 /// Sets a new tier level for the player resource
 ///
 /// </summary>
 public virtual void SetTierLevel(TierLevel tierLevel)
 {
     TierLevel = tierLevel;
 }
Ejemplo n.º 10
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 /// <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];
 }
Ejemplo n.º 11
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 public Tier(TierLevel level, Collateral collateral)
 {
     Level      = level;
     Collateral = collateral;
 }
Ejemplo n.º 12
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 public HeroTier()
 {
     HeroClass = Classes.ClassList.Default;
     TierLevel = TierLevel.Default;
 }
Ejemplo n.º 13
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    // 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;
        }
    }
Ejemplo n.º 14
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 /// <summary>
 ///
 /// Sets the tier level of the player resource
 ///
 /// </summary>
 public override void SetTierLevel(TierLevel tierLevel)
 {
     base.SetTierLevel(tierLevel);
     PrayerModifier = PRAYER_MODIFIERS[(int)tierLevel];
 }
Ejemplo n.º 15
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 /// <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];
 }
Ejemplo n.º 16
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 /// <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];
 }