Exemple #1
0
    private void UpgradeAbilityServer(PlayerControllerRTS.PlayerState type, bool levelUpAbility)
    {
        switch (type)
        {
        case PlayerControllerRTS.PlayerState.attackingBasic:
            if (playerCScript.playerStScript.stats.basic.weaponLvl < 1 && levelUpAbility)
            {
                playerCScript.playerStScript.stats.basic.weaponLvl++;
            }

            networkView.RPC("UpgradeAbilityClient", uLink.RPCMode.Owner, PlayerControllerRTS.PlayerState.attackingBasic, playerCScript.playerStScript.stats.basic.cdr,
                            playerCScript.playerStScript.stats.basic.ad, playerCScript.playerStScript.stats.basic.ap, playerCScript.playerStScript.stats.basic.weaponLvl);


            break;

        case PlayerControllerRTS.PlayerState.attackingQ:
            if (playerCScript.playerStScript.stats.q.weaponLvl < 1 && levelUpAbility)
            {
                playerCScript.playerStScript.stats.q.weaponLvl++;
            }

            networkView.RPC("UpgradeAbilityClient", uLink.RPCMode.Owner, PlayerControllerRTS.PlayerState.attackingQ, playerCScript.playerStScript.stats.q.cdr,
                            playerCScript.playerStScript.stats.q.ad, playerCScript.playerStScript.stats.q.ap, playerCScript.playerStScript.stats.q.weaponLvl);
            break;

        case PlayerControllerRTS.PlayerState.attackingW:
            if (playerCScript.playerStScript.stats.w.weaponLvl < 1 && levelUpAbility)
            {
                playerCScript.playerStScript.stats.w.weaponLvl++;
            }

            networkView.RPC("UpgradeAbilityClient", uLink.RPCMode.Owner, PlayerControllerRTS.PlayerState.attackingW, playerCScript.playerStScript.stats.w.cdr,
                            playerCScript.playerStScript.stats.w.ad, playerCScript.playerStScript.stats.w.ap, playerCScript.playerStScript.stats.w.weaponLvl);
            break;

        case PlayerControllerRTS.PlayerState.attackingE:
            if (playerCScript.playerStScript.stats.e.weaponLvl < 1 && levelUpAbility)
            {
                playerCScript.playerStScript.stats.e.weaponLvl++;
            }

            networkView.RPC("UpgradeAbilityClient", uLink.RPCMode.Owner, PlayerControllerRTS.PlayerState.attackingE, playerCScript.playerStScript.stats.e.cdr,
                            playerCScript.playerStScript.stats.e.ad, playerCScript.playerStScript.stats.e.ap, playerCScript.playerStScript.stats.e.weaponLvl);
            break;

        case PlayerControllerRTS.PlayerState.attackingR:
            if (playerCScript.playerStScript.stats.r.weaponLvl < 1 && levelUpAbility)
            {
                playerCScript.playerStScript.stats.r.weaponLvl++;
            }

            networkView.RPC("UpgradeAbilityClient", uLink.RPCMode.Owner, PlayerControllerRTS.PlayerState.attackingR, playerCScript.playerStScript.stats.r.cdr,
                            playerCScript.playerStScript.stats.r.ad, playerCScript.playerStScript.stats.r.ap, playerCScript.playerStScript.stats.r.weaponLvl);
            break;
        }
    }
Exemple #2
0
    //SEND A RPC TO LEVEL UP ANY ABILITY
    public void UpgradeAbility(PlayerControllerRTS.PlayerState type, bool levelUpAbility)
    {
        Debug.Log("UPGRADING ABILITY");
        //networkView.RPC("UpgradeAbilityServer", uLink.RPCMode.Server, type, levelUpAbility);
        switch (type)
        {
        case PlayerControllerRTS.PlayerState.attackingBasic:
            if (playerCScript.playerStScript.stats.basic.weaponLvl < 1 && levelUpAbility)
            {
                playerCScript.playerStScript.stats.basic.weaponLvl++;
                playerCScript.playerStScript.stats.basic.cdrTStamp = Time.time;
            }

            //networkView.RPC("UpgradeAbilityClient", uLink.RPCMode.Owner, PlayerControllerRTS.PlayerState.attackingBasic, playerCScript.playerStScript.stats.basic.cdr,
            // playerCScript.playerStScript.stats.basic.ad, playerCScript.playerStScript.stats.basic.ap, playerCScript.playerStScript.stats.basic.weaponLvl);


            break;

        case PlayerControllerRTS.PlayerState.attackingQ:
            if (playerCScript.playerStScript.stats.q.weaponLvl < 1 && levelUpAbility)
            {
                playerCScript.playerStScript.stats.q.weaponLvl++;
                playerCScript.playerStScript.stats.q.cdrTStamp = Time.time;
                playerCScript.cdrUiQScript.active = true;
            }

            //networkView.RPC("UpgradeAbilityClient", uLink.RPCMode.Owner, PlayerControllerRTS.PlayerState.attackingQ, playerCScript.playerStScript.stats.q.cdr,
            // playerCScript.playerStScript.stats.q.ad, playerCScript.playerStScript.stats.q.ap, playerCScript.playerStScript.stats.q.weaponLvl);
            break;

        case PlayerControllerRTS.PlayerState.attackingW:
            if (playerCScript.playerStScript.stats.w.weaponLvl < 1 && levelUpAbility)
            {
                playerCScript.playerStScript.stats.w.weaponLvl++;
                playerCScript.playerStScript.stats.w.cdrTStamp = Time.time;
                playerCScript.cdrUiWScript.active = true;
            }

            //networkView.RPC("UpgradeAbilityClient", uLink.RPCMode.Owner, PlayerControllerRTS.PlayerState.attackingW, playerCScript.playerStScript.stats.w.cdr,
            //playerCScript.playerStScript.stats.w.ad, playerCScript.playerStScript.stats.w.ap, playerCScript.playerStScript.stats.w.weaponLvl);
            break;

        case PlayerControllerRTS.PlayerState.attackingE:
            if (playerCScript.playerStScript.stats.e.weaponLvl < 1 && levelUpAbility)
            {
                playerCScript.playerStScript.stats.e.weaponLvl++;
                playerCScript.playerStScript.stats.e.cdrTStamp = Time.time;
                playerCScript.cdrUiEScript.active = true;
            }

            //networkView.RPC("UpgradeAbilityClient", uLink.RPCMode.Owner, PlayerControllerRTS.PlayerState.attackingE, playerCScript.playerStScript.stats.e.cdr,
            //playerCScript.playerStScript.stats.e.ad, playerCScript.playerStScript.stats.e.ap, playerCScript.playerStScript.stats.e.weaponLvl);
            break;

        case PlayerControllerRTS.PlayerState.attackingR:
            if (playerCScript.playerStScript.stats.r.weaponLvl < 1 && levelUpAbility)
            {
                playerCScript.playerStScript.stats.r.weaponLvl++;
                playerCScript.playerStScript.stats.r.cdrTStamp = Time.time;
                playerCScript.cdrUiRScript.active = true;
            }

            //networkView.RPC("UpgradeAbilityClient", uLink.RPCMode.Owner, PlayerControllerRTS.PlayerState.attackingR, playerCScript.playerStScript.stats.r.cdr,
            //playerCScript.playerStScript.stats.r.ad, playerCScript.playerStScript.stats.r.ap, playerCScript.playerStScript.stats.r.weaponLvl);
            break;
        }
    }
Exemple #3
0
    private void UpgradeAbilityClient(PlayerControllerRTS.PlayerState type, float cdr, float dmgAd, float dmgAp, int sWeaponLevel)
    {
        switch (type)
        {
        case PlayerControllerRTS.PlayerState.attackingBasic:
            playerCScript.playerStScript.stats.basic.weaponLvl = sWeaponLevel;
            playerCScript.playerStScript.stats.basic.ad        = dmgAd;
            playerCScript.playerStScript.stats.basic.ap        = dmgAp;
            playerCScript.playerStScript.stats.basic.cdr       = cdr;
            playerCScript.playerStScript.stats.basic.cdrTStamp = Time.time;
            break;

        case PlayerControllerRTS.PlayerState.attackingQ:
            playerCScript.playerStScript.stats.q.weaponLvl = sWeaponLevel;
            if (sWeaponLevel > 0)
            {
                playerCScript.cdrUiQScript.active = true;
            }
            playerCScript.playerStScript.stats.q.ad        = dmgAd;
            playerCScript.playerStScript.stats.q.ap        = dmgAp;
            playerCScript.playerStScript.stats.q.cdr       = cdr;
            playerCScript.playerStScript.stats.q.cdrTStamp = Time.time;
            break;

        case PlayerControllerRTS.PlayerState.attackingW:
            playerCScript.playerStScript.stats.w.weaponLvl = sWeaponLevel;
            if (sWeaponLevel > 0)
            {
                playerCScript.cdrUiWScript.active = true;
            }
            playerCScript.playerStScript.stats.w.ad        = dmgAd;
            playerCScript.playerStScript.stats.w.ap        = dmgAp;
            playerCScript.playerStScript.stats.w.cdr       = cdr;
            playerCScript.playerStScript.stats.w.cdrTStamp = Time.time;
            break;

        case PlayerControllerRTS.PlayerState.attackingE:
            playerCScript.playerStScript.stats.e.weaponLvl = sWeaponLevel;
            if (sWeaponLevel > 0)
            {
                playerCScript.cdrUiEScript.active = true;
            }
            playerCScript.playerStScript.stats.e.ad        = dmgAd;
            playerCScript.playerStScript.stats.e.ap        = dmgAp;
            playerCScript.playerStScript.stats.e.cdr       = cdr;
            playerCScript.playerStScript.stats.e.cdrTStamp = Time.time;
            break;

        case PlayerControllerRTS.PlayerState.attackingR:
            playerCScript.playerStScript.stats.r.weaponLvl = sWeaponLevel;
            if (sWeaponLevel > 0)
            {
                playerCScript.cdrUiRScript.active = true;
            }
            playerCScript.playerStScript.stats.r.ad        = dmgAd;
            playerCScript.playerStScript.stats.r.ap        = dmgAp;
            playerCScript.playerStScript.stats.r.cdr       = cdr;
            playerCScript.playerStScript.stats.r.cdrTStamp = Time.time;
            break;
        }
    }
Exemple #4
0
 //SEND A RPC TO LEVEL UP ANY ABILITY
 public void UpgradeAbility(PlayerControllerRTS.PlayerState type, bool levelUpAbility)
 {
     networkView.RPC("UpgradeAbilityServer", uLink.RPCMode.Server, type, levelUpAbility);
 }