public void ForceUpgrade() { if (WithinMaxLevel) { Level++; OnUpgrade?.Invoke(); } }
public void StartWork(int duration) { Console.WriteLine($"User {this.name} with skill-level {this.skillLevel} started to work "); OnWork?.Invoke(duration); if (duration > 5000) { skillLevel++; OnUpgrade?.Invoke(1); } }
public void Upgrade() { if (!CanUpgrade()) { return; } SetMeshToTier(++building.CurrentTier); OnUpgrade?.Invoke(); }
public bool TryUpgrade(int energy, out int cost) { cost = Cost; if (WithinMaxLevel && energy >= cost) { Level++; OnUpgrade?.Invoke(); return(true); } return(false); }
public void Upgrade() { int currentIndex = (int)tower.possibleLevels.Find(level => level == tower.currentLevel); // Wert=Index des enums erhalten if (currentIndex >= tower.possibleLevels.Count() - 1) { return; } else { OnUpgrade?.Invoke(tower, tower.possibleLevels[currentIndex + 1]); } }
public void DoUpdrade(Upgrade upgrade) { if (upgrade.currentLevel < upgrade.levels.Count) { if (CurrencyManager.instance.IsEnoughMoneyFor((int)upgrade.levels[upgrade.currentLevel].cost)) { upgrade.currentLevel++; UpdateUpgradeLevelUI(upgrade); CurrencyManager.instance.DecreaseCurrency((int)upgrade.levels[upgrade.currentLevel - 1].cost); OnUpgrade?.Invoke(upgrade); } else { Debug.Log("Not enough money"); } } }
internal void HandleUpgrade(HttpServerRequest msg, TcpSocket socket, ArraySegment <byte> header) { try { if (OnUpgrade != null) { OnUpgrade.Invoke(msg, socket, header); } else { socket.Close(); } } catch { socket.Close(); } }
/// <summary> /// Called when a building is upgraded to the next level /// </summary> public void UpgradeBuilding() { if (IsMaxLevel()) { return; } //Check if player has enough money if (!ResourceManager.Instance.RemoveGold(upgradeLevelCosts[_currentLevel])) { return; } OnUpgrade?.Invoke(_currentLevel); _currentLevel++; UpdateHealthBar(); Instantiate(upgradeParticleEffect, transform); }
public static extern void HP_Set_FN_HttpClient_OnUpgrade(IntPtr pListener, OnUpgrade fn);