Esempio n. 1
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 public void Recruit(Villager villager)
 {
     Villagers.Add(villager);
     m_VillagerGraphics.Spawn();
     UpdateStats();
     OnStatsChanged?.Invoke();
 }
Esempio n. 2
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    public void Invoke_StatsChanged()
    {
        OnStatsChanged?.Invoke();
        #if UNITY_WEBGL
        PlayerPrefs.SetFloat("baseProgrammingTap", baseProgrammingTap);
        PlayerPrefs.SetFloat("permanentProgrammingTapMultiplier", permanentProgrammingTapMultiplier);

        PlayerPrefs.SetFloat("baseArtisticTap", baseArtisticTap);
        PlayerPrefs.SetFloat("permanentArtisticTapMultiplier", permanentArtisticTapMultiplier);

        PlayerPrefs.SetFloat("baseSoundTap", baseSoundTap);
        PlayerPrefs.SetFloat("permanentSoundTapMultiplier", permanentSoundTapMultiplier);

        PlayerPrefs.SetFloat("baseGameDesignTap", baseGameDesignTap);
        PlayerPrefs.SetFloat("permanentGameDesignTapMultiplier", permanentGameDesignTapMultiplier);

        PlayerPrefs.SetFloat("baseProgrammingDPS", baseProgrammingDPS);
        PlayerPrefs.SetFloat("permanentProgrammingDPSMultiplier", permanentProgrammingDPSMultiplier);

        PlayerPrefs.SetFloat("baseArtisticDPS", baseArtisticDPS);
        PlayerPrefs.SetFloat("permanentArtisticDPSMultiplier", permanentArtisticDPSMultiplier);

        PlayerPrefs.SetFloat("baseSoundDPS", baseSoundDPS);
        PlayerPrefs.SetFloat("permanentSoundDPSMultiplier", permanentSoundDPSMultiplier);

        PlayerPrefs.SetFloat("baseGameDesignDPS", baseGameDesignDPS);
        PlayerPrefs.SetFloat("permanentGameDesignDPSMultiplier", permanentGameDesignDPSMultiplier);

        PlayerPrefs.SetFloat("studioProductivity", studioProductivity);
        PlayerPrefs.SetFloat("allTapsMultiplier", allTapsMultiplier);
        #endif
    }
Esempio n. 3
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    public void Sacrifice(Villager villager)
    {
        SacrificesValues.Add(villager);

        Villagers.Remove(villager);
        m_VillagerGraphics.Despawn();
        UpdateStats();
        OnStatsChanged?.Invoke();
    }
Esempio n. 4
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    public static Stats operator -(Stats stats1, Stats stats2)
    {
        Stats newStats = new Stats();

        newStats.health = stats1.health - stats2.health;
        newStats.health = Mathf.Clamp(stats1.health - stats2.health, 0, newStats.maxHealth);

        newStats.resistance = stats1.resistance - stats2.resistance;

        newStats.damage                    = stats1.damage - stats2.damage;
        newStats.iceDamage                 = stats1.iceDamage - stats2.iceDamage;
        newStats.fireDamage                = stats1.fireDamage - stats2.fireDamage;
        newStats.electricDamage            = stats1.electricDamage - stats2.electricDamage;
        newStats.critMultiplier            = stats1.critMultiplier - stats2.critMultiplier;
        newStats.critChance                = stats1.critChance - stats2.critChance;
        newStats.dodgeChance               = stats1.dodgeChance - stats2.dodgeChance;
        newStats.criticalSweetSpotDuration = stats1.criticalSweetSpotDuration - stats2.criticalSweetSpotDuration;

        OnStatsChanged?.Invoke();

        return(newStats);
    }
Esempio n. 5
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 public void SetStatAmount(UserStat.GameCategory statType, int statAmount)
 {
     GetSingleStat(statType).SetStatAmount(statAmount);
     OnStatsChanged?.Invoke(this, EventArgs.Empty);
 }
Esempio n. 6
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 public static void StatsChanged()
 {
     // StatPanel.UpdateStats
     OnStatsChanged?.Invoke();
 }