public void UpgradePowerUp(int id) { PowerUpsLevels initialLevels = m_PowerUpsLevels; m_PowerUpsData.UpgradePowers(ref m_PowerUpsLevels, id); ApplyPowers(initialLevels); }
public void SetPowers(PowerUpsLevels newPowers) { PowerUpsLevels initialLevels = m_PowerUpsLevels; m_PowerUpsLevels = newPowers; ApplyPowers(initialLevels); }
public void UpgradePowers(ref PowerUpsLevels levels, int id) { UpdateLevel(m_PowerAttack, ref levels.PowerAttack, id); UpdateLevel(m_PowerRetention, ref levels.PowerRetention, id); UpdateLevel(m_AirAttack, ref levels.AirAttack, id); UpdateLevel(m_CrowdControl, ref levels.CrowdControl, id); UpdateLevel(m_PowerCharges, ref levels.PowerCharges, id); UpdateLevel(m_PowerAbsorption, ref levels.PowerAbsorption, id); UpdateLevel(m_Resilience, ref levels.Resilience, id); UpdateLevel(m_LightAttack, ref levels.LightAttack, id); }
void ApplyPowers(PowerUpsLevels initialLevels) { if (m_PowerUpsLevels.Resilience > initialLevels.Resilience) { UpdateMaxHP(); } if (m_PowerUpsLevels.PowerCharges > initialLevels.PowerCharges) { UpdateMaxEnergy(); } }