public int GetManorLevel(out float progress) { var levelMap = ConfigDataStatic.GetConfigDataTable("MANOR_LEVEL"); int i = 1; for (i = 1; i <= 20; i++) { MANOR_LEVEL data = levelMap[i] as MANOR_LEVEL; if (totalContribution < data.ManorCap) { if (i == 1) { progress = (float)totalContribution / (float)data.ManorCap; } else { MANOR_LEVEL preData = levelMap[i - 1] as MANOR_LEVEL; progress = (float)(totalContribution - preData.ManorCap) / (float)(data.ManorCap - preData.ManorCap); } progress = 1 - progress; return(i); } } progress = 1.0f; return(20); }
public static int CalculateManorLevel(int contribution) { var levelMap = ConfigDataStatic.GetConfigDataTable("MANOR_LEVEL"); for (int i = 1; i <= 20; i++) { MANOR_LEVEL data = levelMap[i] as MANOR_LEVEL; if (contribution < data.ManorCap) { return(i); } } return(20); }
public int GetManorLevelByStrength(NDictionary args) { int strength = args.Value <int>("strength"); var map = ConfigDataStatic.GetConfigDataTable("MANOR_LEVEL"); for (int i = 1; i <= 20; i++) { MANOR_LEVEL data = map[i] as MANOR_LEVEL; if (strength < data.ManorCap) { return(i); } } return(20); }
public int GetManorLevel() { var levelMap = ConfigDataStatic.GetConfigDataTable("MANOR_LEVEL"); int i = 1; for (i = 1; i <= 20; i++) { MANOR_LEVEL data = levelMap[i] as MANOR_LEVEL; if (totalContribution < data.ManorCap) { return(i); } } return(20); }