Exemple #1
0
 private void HandleSelectionEnd(object sender, MonobehaviourEventArgs args)
 {
     if (this == args.mono)
     {
         StopDisplayingCooldown();
     }
 }
    public override void DisplayStats(object sender, MonobehaviourEventArgs args)
    {
        if (this == args.mono)
        {
            //Package up and send the list of stats to the Selection MGR
            List <string> stats_list = new List <string>();
            //name
            stats_list.Add(tower_name);
            //resources per wave
            foreach (Resource_V2 rsc in income_generated_per_wave) //TODO: unify common resource types into 1 string
            {
                stats_list.Add("Per Wave: " + rsc.resource_amount + " " + rsc.resource_name);
            }

            UI_Tower_Selection.DisplayStats(stats_list);
        }
    }
Exemple #3
0
    //if the selection MGR is asking for this monobehavior, we package up our data and invoke display stats via the MGR
    public virtual void DisplayStats(object sender, MonobehaviourEventArgs args)
    {
        if (this == args.mono)
        {
            //Handle any unique display "update()" behaviors we want from the tower here


            //Package up and send the list of stats to the Selection MGR
            List <string> stats_list = new List <string>();
            //name
            stats_list.Add(tower_name);
            //attack priority
            stats_list.Add("Priority: " + current_attack_priority);
            //damage + cooldown + range
            if (attack_damage_current == attack_damage_default)
            {
                stats_list.Add("Damage: " + attack_damage_current.ToString());
            }
            else
            {
                if (attack_damage_current > attack_damage_default)
                {
                    stats_list.Add("Damage: " + attack_damage_default.ToString() + " + " + (attack_damage_current - attack_damage_default).ToString());
                }
                else
                {
                    stats_list.Add("Damage: " + attack_damage_default.ToString() + " - " + (attack_damage_default - attack_damage_current).ToString());
                }
            }
            if (attack_cooldown_current == attack_cooldown_default)
            {
                stats_list.Add("Cooldown: " + attack_cooldown_current.ToString());
            }
            else
            {
                if (attack_cooldown_current > attack_cooldown_default)
                {
                    stats_list.Add("Cooldown: " + attack_cooldown_default.ToString() + " + " + (attack_cooldown_current - attack_cooldown_default).ToString());
                }
                else
                {
                    stats_list.Add("Cooldown: " + attack_cooldown_default.ToString() + " - " + (attack_cooldown_default - attack_cooldown_current).ToString());
                }
            }
            if (attack_radius_current == attack_radius_default)
            {
                stats_list.Add("Range: " + attack_radius_current.ToString());
            }
            else
            {
                if (attack_radius_current > attack_radius_default)
                {
                    stats_list.Add("Range: " + attack_radius_default.ToString() + " + " + (attack_radius_current - attack_radius_default).ToString());
                }
                else
                {
                    stats_list.Add("Range: " + attack_radius_default.ToString() + " - " + (attack_radius_default - attack_radius_current).ToString());
                }
            }

            UI_Tower_Selection.DisplayStats(stats_list);
        }
    }
 void CopyRotationToGameObject(object caller, MonobehaviourEventArgs args)
 {
     args.mono.gameObject.transform.rotation = gameObject.transform.rotation;
 }