public void OpenRankupUI(CWIS_Turret whichTurret) { cwis1Turret.enabled = false; cwis2Turret.enabled = false; rankui.GetComponentsInChildren <Text>()[0].text = "Upgrading: " + whichTurret.gameObject.name; rankui.gameObject.GetComponent <RankupUI>().turret = whichTurret; rankui.gameObject.GetComponent <RankupUI>().rate = whichTurret.rateOfFire; rankui.gameObject.GetComponent <RankupUI>().ammo = whichTurret.ammoCap; rankui.gameObject.GetComponent <RankupUI>().cool = whichTurret.coolerEff; rankui.gameObject.GetComponent <RankupUI>().Setup(); titleTxt.text = "..."; descTxt.text = "Select an option to see what it does."; openRankupUI = true; }
private void CheckCWForRankup(CWIS_Turret turret, int hits, int bestRank) { if (hits >= rankUpRequirements[0]) { turret.thisRank = Rankup(Ranks.None); switch (bestRank) { case 1: if (cw1BestRank == 0) { cw1BestRank++; buttons[0].shouldFlicker = true; am.Play("levelup", .35f, Random.Range(.85f, 1.15f)); } break; case 2: if (cw2BestRank == 0) { cw2BestRank++; buttons[1].shouldFlicker = true; am.Play("levelup", .35f, Random.Range(.85f, 1.15f)); } break; default: break; } } if (hits >= rankUpRequirements[1]) { turret.thisRank = Rankup(Ranks.Chev1); switch (bestRank) { case 1: if (cw1BestRank == 1) { cw1BestRank++; buttons[0].shouldFlicker = true; am.Play("levelup", .35f, Random.Range(.85f, 1.15f)); } break; case 2: if (cw2BestRank == 1) { cw2BestRank++; buttons[1].shouldFlicker = true; am.Play("levelup", .35f, Random.Range(.85f, 1.15f)); } break; default: break; } } if (hits >= rankUpRequirements[2]) { turret.thisRank = Rankup(Ranks.Chev2); switch (bestRank) { case 1: if (cw1BestRank == 2) { cw1BestRank++; buttons[0].shouldFlicker = true; am.Play("levelup", .35f, Random.Range(.85f, 1.15f)); } break; case 2: if (cw2BestRank == 2) { cw2BestRank++; buttons[1].shouldFlicker = true; am.Play("levelup", .35f, Random.Range(.85f, 1.15f)); } break; default: break; } } if (hits >= rankUpRequirements[3]) { turret.thisRank = Rankup(Ranks.Chev3); switch (bestRank) { case 1: if (cw1BestRank == 3) { cw1BestRank++; buttons[0].shouldFlicker = true; am.Play("levelup", .35f, Random.Range(.85f, 1.15f)); } break; case 2: if (cw2BestRank == 3) { cw2BestRank++; buttons[1].shouldFlicker = true; am.Play("levelup", .35f, Random.Range(.85f, 1.15f)); } break; default: break; } } if (hits >= rankUpRequirements[4]) { turret.thisRank = Rankup(Ranks.Star1); switch (bestRank) { case 1: if (cw1BestRank == 4) { cw1BestRank++; buttons[0].shouldFlicker = true; am.Play("levelup", .35f, Random.Range(.85f, 1.15f)); } break; case 2: if (cw2BestRank == 4) { cw2BestRank++; buttons[1].shouldFlicker = true; am.Play("levelup", .35f, Random.Range(.85f, 1.15f)); } break; default: break; } } if (hits >= rankUpRequirements[5]) { turret.thisRank = Rankup(Ranks.Star2); switch (bestRank) { case 1: if (cw1BestRank == 5) { cw1BestRank++; buttons[0].shouldFlicker = true; am.Play("levelup", .35f, Random.Range(.85f, 1.15f)); } break; case 2: if (cw2BestRank == 5) { cw2BestRank++; buttons[1].shouldFlicker = true; am.Play("levelup", .35f, Random.Range(.85f, 1.15f)); } break; default: break; } } }