private static void Postfix(NavalController __instance, ShipModel __result) { if (__result.side == RuntimeVars.playerSide) { for (int i = 0; i < 6; i++) { var officer = __result.crew.GetCrewOfficer((ENavalTask)i); if (officer == null) { return; } officer.attributes.perception *= _settings.OfficerFirepowerModifier; officer.attributes.intelligence *= _settings.OfficerEfficiencyModifier; officer.attributes.strength *= _settings.OfficerMeleeModifier; officer.attributes.dexterity *= _settings.OfficerSailingModifier; } } }
private static void Postfix(NavalController __instance, ShipModel __result) { bool flag = __result.side == RuntimeVars.playerSide; if (flag) { for (int i = 0; i < 6; i++) { NavalOfficer crewOfficer = __result.crew.GetCrewOfficer((ENavalTask)i); bool flag2 = crewOfficer == null; if (flag2) { break; } NavalOfficer officer = crewOfficer; officer.attributes.perception = officer.attributes.perception * Main._settings.OfficerFirepowerModifier; officer.attributes.intelligence = officer.attributes.intelligence * Main._settings.OfficerEfficiencyModifier; officer.attributes.strength = officer.attributes.strength * Main._settings.OfficerMeleeModifier; officer.attributes.dexterity = officer.attributes.dexterity * Main._settings.OfficerSailingModifier; } } }
protected LayerMask clickMask = (1 << 8 | 1 << 9); // in this sample layer 8 = tiles collider and layer 10 = unit's collider #endregion // ------------------------------------------------------------------------------------------------------------ #region start private void Awake() { Instance = this; }