Example #1
0
    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;
        }
    }
Example #2
0
    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);
    }
Example #3
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);
    }
Example #4
0
    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);
    }