Example #1
0
    /// <summary>
    /// Restart default changing values.
    /// To remove after development.
    /// </summary>
    /// <param name="toGameInit">bool - wheter to restart parameters to the default value at the beginning of the game, including those modify by skills and items</param>
    public void RestartDefaultValues(bool toGameInit = false)
    {
        // restore plasma munition and heated status.
        plasma = 80;                                        // Original plasma value at the beginning of the game.
        heated = false;                                     // Original heated value at the beginning of the game.

        if (toGameInit)
        {
            maxPlasma = plasma;

            level      = 1;
            currentExp = 0;

            baseDamage       = 1.8f;
            chargedShootBost = 5.2f;
            meleeDamage      = 3.4f;
            criticRate       = 3.8f;
            maxPlasma        = 80;
            shootCost        = 3;
            chargedShootCost = 12;

            rechargeSpeed            = 0.2f;
            heatedRechargeSpeed      = 0.7f;
            heatedRechargeThreeshold = 10;

            nextLevel = GetLevelDataObject(2);
        }
    }
Example #2
0
    /// <summary>
    /// Increase plasma gun level.
    /// </summary>
    private void IncreaseLevel()
    {
        // increase level.
        level      = nextLevel.level;
        currentExp = 0;

        // increase damage.
        baseDamage += nextLevel.baseDamage;
        criticRate += nextLevel.criticRate;

        // increase munition.
        maxPlasma += nextLevel.maxMunition;

        // increase plasma gun unique elements.
        chargedShootBost         += nextLevel.chargedShootBoost;
        meleeDamage              += nextLevel.meleeDamage;
        shootCost                -= nextLevel.shootCost;
        chargedShootCost         -= nextLevel.chargedShootCost;
        rechargeSpeed            += nextLevel.rechargedSpeed;
        heatedRechargeSpeed      += nextLevel.heatedRechargedSpeed;
        heatedRechargeThreeshold -= nextLevel.heatedRechargedThreeshold;

        // set up displayed text for level up box.
        string[] levelUpNots = SetLevelpUpNots();

        // set up next level data object.
        nextLevel = GetLevelDataObject(level + 1);

        // display level up animation.
        Player.instance.playerInput.weapon.PlayLevelUpAnim();

        // update UI.
        GamePlayUI.instance.weaponSectionUI.levelSection.UpdateUI();
        GamePlayUI.instance.levelUpSection.DisplayBox(this, levelUpNots);
    }
Example #3
0
    /// <summary>
    /// Update exp
    /// bar.
    /// </summary>
    /// <param name="displayAnim">bool - display flash animation. True by default</param>
    public void UpdateExpBar(bool displayAnim = true)
    {
        int            nextLevel       = (data.level < 10) ? data.level + 1 : 10;
        PlasmaGunLevel nextLevelData   = data.GetLevelDataObject(nextLevel);
        float          normalizedValue = Utils.instance.Normalize(data.currentExp, 0, nextLevelData.expRequired);

        _bar.fillAmount = normalizedValue;
    }