public TensionBonus(int level, int threshold, BONUSTYPE bonus) { isActive = false; barMulti = level; barThreshold = threshold; type = bonus; }
public TensionBonus() { isActive = false; barMulti = 1; barThreshold = 1; type = BONUSTYPE.None; }
public TensionBonus(TensionBonus t) { isActive = false; barMulti = t.barMulti; barThreshold = t.barThreshold; type = t.type; if (t.type == BONUSTYPE.NewWeapons) { newList = t.newList; lowGradeRate = t.lowGradeRate; midGradeRate = t.midGradeRate; specialGradeRate = t.specialGradeRate; } }
public BonusDataInfo(BONUSTYPE type) { m_type = type; }
public static void InitBonusInfo(BONUSTYPE type) { BonusDataInfo curInfo = new BonusDataInfo(type); UIManager.ShowUI(UIInfo.BonusItemGetRoot, OnLoadBonusItemGetRoot, curInfo); }