public static void GetStatsForTowerType(TowerTypes type, out TowerStats[] towerStats, out WeaponStats[] weaponStats) { switch (type) { case TowerTypes.Lawyer://Base cost 15 min delay is 4 towerStats = new TowerStats[7] {new TowerStats(15, 150, 25), new TowerStats(12, 160, 50), new TowerStats(9, 170, 90), new TowerStats(7, 180, 200), new TowerStats(6, 190, 450),new TowerStats(5, 195, 700),new TowerStats(4, 200, -1) }; weaponStats = new WeaponStats[7] { new WeaponStats(5, 10, 1), new WeaponStats(18, 10, 1), new WeaponStats(40, 10, 1), new WeaponStats(120, 10, 1), new WeaponStats(500, 10, 1),new WeaponStats(1500, 10, 1),new WeaponStats(3000, 10, 1) }; break; //case TowerTypes.Splash: case TowerTypes.Teacher://base 20 Debuff slow = new Debuff(CreepStats.Speed, 1, 10); Debuff slow2 = new Debuff(CreepStats.Speed, 2, 20); towerStats = new TowerStats[5] { new TowerStats(70, 140, 40), new TowerStats(50, 150, 60), new TowerStats(30, 150, 100), new TowerStats(20, 160, 200), new TowerStats(10, 170, -1) }; weaponStats = new WeaponStats[5] { new WeaponStats(20, 6, 1, slow), new WeaponStats(40, 6, 1, slow), new WeaponStats(80, 6, 1, slow), new WeaponStats(200, 6, 1, slow2), new WeaponStats(500, 6, 1, slow2) }; break; //case TowerTypes.Gavel: default: //normal for now (judge) Base 10; towerStats = new TowerStats[6] { new TowerStats(13, 160, 30), new TowerStats(12, 170, 50), new TowerStats(10, 190, 100), new TowerStats(10, 210, 180), new TowerStats(9, 230, 400), new TowerStats(8, 250, -1) }; weaponStats = new WeaponStats[6] { new WeaponStats(5, 10, 1), new WeaponStats(20, 10, 1), new WeaponStats(50, 10, 1), new WeaponStats(150, 10, 1), new WeaponStats(700, 10, 1), new WeaponStats(2000, 10, 1) }; break; } }
public WeaponStats(int damage, int speed, int splash, Debuff gift) : this() { Damage = damage; Speed = speed; Splash = splash; Gift = gift; }
public WeaponStats GetCopy() { if (Gift != null) { return(new WeaponStats(Damage, Speed, Splash, Debuff.GetInstance(Gift.Target, Gift.Amount, Gift.Duration))); } else { return(new WeaponStats(Damage, Speed, Splash)); } }