public void SetLevel(int lvl) { level = lvl; UpdateLevelText(); switch (level) { case 2: case 3: { actor.SetMaxHealth2(120.0f); } break; case 4: case 5: { actor.SetMaxHealth2(120.0f); damage = 120.0f; } break; case 6: case 7: { actor.SetMaxHealth2(140.0f); damage = 120.0f; } break; case 8: { actor.SetMaxHealth2(140.0f); damage = 120.0f; repFactor = 0.3f; } break; } }
public void Upgrade() { source.PlayOneShot(upgradeSound, 1.0f); level++; UpdateLevelText(); switch (turretType) { case Type.Gatling: { switch (level) { case 2: { if (isVampire) { actor.SetMaxHealth2(78); } else { actor.SetMaxHealth(78); } upgradeCost = 250; } break; case 3: { fireRate = 3.6f; upgradeCost = 400; } break; case 4: { damage = 3.75f; upgradeCost = 700; } break; case 5: { if (isVampire) { actor.SetMaxHealth2(97.5f); } else { actor.SetMaxHealth(97.5f); } } break; } } break; case Type.Gauss: { switch (level) { case 2: { if (isVampire) { actor.SetMaxHealth2(96); } else { actor.SetMaxHealth(96); } upgradeCost = 350; } break; case 3: { damage = 12.5f; upgradeCost = 500; } break; case 4: { damage = 15.0f; upgradeCost = 800; } break; case 5: { fireRate = 0.375f; } break; } } break; case Type.Laser: { switch (level) { case 2: { if (isVampire) { actor.SetMaxHealth2(62.5f); } else { actor.SetMaxHealth(62.5f); } upgradeCost = 450; } break; case 3: { fireRate = 5.0f; upgradeCost = 600; } break; case 4: { damage = 6.25f; upgradeCost = 900; } break; case 5: { fireRate = 6.0f; } break; } } break; } if (isSuperReload) { fireRate *= 1.5f; } }