public void SetUpgradeLevel(PlayerShipUpgrades pUp) { switch (pUp) { case PlayerShipUpgrades.health: playerHealth_level++; return; case PlayerShipUpgrades.shield: playerShield_level++; return; case PlayerShipUpgrades.fuel: playerFuel_level++; return; case PlayerShipUpgrades.radar: playerRadar_level++; return; case PlayerShipUpgrades.engine: playerEngine_level++; return; case PlayerShipUpgrades.maneuver: playerManeuver_level++; return; case PlayerShipUpgrades.weapon: playerWeapon_level++; return; } }
public int GetUpgradeLevel(PlayerShipUpgrades pUp) { switch (pUp) { case PlayerShipUpgrades.health: return(playerHealth_level); case PlayerShipUpgrades.shield: return(playerShield_level); case PlayerShipUpgrades.fuel: return(playerFuel_level); case PlayerShipUpgrades.radar: return(playerRadar_level); case PlayerShipUpgrades.engine: return(playerEngine_level); case PlayerShipUpgrades.maneuver: return(playerManeuver_level); case PlayerShipUpgrades.weapon: return(playerWeapon_level); } return(0); }
public int GetMaxPlayerParam(PlayerShipUpgrades psu) { int level = 0; switch ((int)psu) { case 0: level = playerHealth_level; break; case 1: level = playerShield_level; break; case 2: level = playerFuel_level; break; case 3: level = playerRadar_level; break; case 4: level = playerEngine_level; break; case 5: level = playerManeuver_level; break; case 6: level = playerWeapon_level; break; default: break; } int val = 0; val = playerGoods.ShopProducts[(int)psu].upgradeDefinition[level].property; return(val); }
public bool TryToUpgrade(PlayerShipUpgrades pUp) { if (GetUpgradeLevel(pUp) == 3) { return(false); } else { if (playerMoney_level >= playerGoods.ShopProducts[(int)pUp].upgradeDefinition[GetUpgradeLevel(pUp) + 1].cost) // Золота хватает { OnChangeMoneyLevel(-1 * playerGoods.ShopProducts[(int)pUp].upgradeDefinition[GetUpgradeLevel(pUp) + 1].cost); SetUpgradeLevel(pUp); return(true); } else // золота не хватает { return(false); } } return(false); }