private void Update() { CanonType newType = (CanonType)ddl_typeCanon.value; int cost = 0; switch (newType) { case CanonType.LanceFlammes: cost = price.CANON_FLAME; break; case CanonType.Normal: cost = price.CANON_NORMAL; break; case CanonType.TirTriple: cost = price.CANON_TRIPLE; break; default: cost = 40; break; } changeType.text = "Changer type (" + cost + "$)"; addCrewMember.text = "Ajouter un membre à l'équipage\n(" + PlayerInstance.playerStats.crewMembers + " présentement) (" + price.ADD_CREW + "$)"; money.text = "Banque : " + PlayerInstance.playerCash + "$"; levelCoque.text = "Niveau : " + ((PlayerInstance.playerStats.maxHp / 10) - 49); hp.text = "HP : " + (int)PlayerInstance.playerStats.currentHp + "/" + PlayerInstance.playerStats.maxHp; repairCoque.text = "Réparer la coque (" + repairPrice + "$)"; }
//Changer le type de canon public void ChangerType() { CanonType newType = (CanonType)m_dllType.value; if (newType == PlayerInstance.playerStats.canons[shop_loadShop.btn_select].canonType) { return; } int cost = 0; switch (newType) { case CanonType.LanceFlammes: cost = price.CANON_FLAME; break; case CanonType.Normal: cost = price.CANON_NORMAL; break; case CanonType.TirTriple: cost = price.CANON_TRIPLE; break; } if (shop_moneyControl.Transaction(-cost)) { PlayerInstance.playerStats.canons[shop_loadShop.btn_select] = new Canon((CanonType)m_dllType.value); } }
public Canon() { canonType = CanonType.Normal; damage = 10; baseCooldown = 2; level = 1; canonballLifetime = 1; }
public Canon(CanonType type) { canonType = type; damage = 10; baseCooldown = 2; level = 1; canonballLifetime = 1; }
//public Animator animator; public Canon(CanonType p_type, float p_damage, float p_baseCooldown, GameObject p_canonball, int p_level, float p_canonballLifetime) { canonType = p_type; damage = p_damage; baseCooldown = p_baseCooldown; canonball = p_canonball; level = p_level; canonballLifetime = p_canonballLifetime; }
private static List <Canon> GenerateCanons(EnemySize size, EnemyType type) { if (defaultCanonball == null) { LoadResources(); } List <Canon> canons = new List <Canon>(); CanonType canonType = CanonType.Normal; int maxCanon = (size == EnemySize.Small) ? 2 : 6; for (int i = 0; i < maxCanon; i++) { float damage = 25; float baseCooldown = 3; GameObject canonball = defaultCanonball; switch (type) { case EnemyType.Normal: canonType = CanonType.Normal; damage = 15; baseCooldown = 3; canonball = defaultCanonball; break; case EnemyType.Fire: canonType = CanonType.LanceFlammes; damage = 10; baseCooldown = 5; canonball = flameEffect; break; case EnemyType.Triple: canonType = CanonType.TirTriple; damage = 7; baseCooldown = 3.5f; canonball = defaultCanonball; //Reduce power switch (size) { case EnemySize.Big: if (i == 1 || i == 4) { canons.Add(null); continue; } break; } break; } canons.Add(new Canon(canonType, damage, baseCooldown, canonball, 1, 1.15f)); } return(canons); }