public void GetTowerInfo(Tower tower, TowerConfig config, bool isRefresh) { Stats_field.DisplayerForUpgrade.SetActive(false); if (isRefresh == true) { open_sideMenu(); } current_tower = tower; current_tower_config = config; header.setValue(tower, config); Stats_field.set_value(tower); upgrade_field.set_value(tower); if (GameManager.Instance.Currency < current_tower.upgrade_price) { upgradeButton.GetComponent <Button>().interactable = false; } else { upgradeButton.GetComponent <Button>().interactable = true; } }
public virtual void Init(SideType side) { this.side = side; config = this is MainTower ? LogicConfig.MainTower : LogicConfig.NormalTower; }
public void set_incrementValue(Tower tower, TowerConfig config) { DisplayerForUpgrade.SetActive(true); dI = String.Format("{0:0.00}", (tower.damage_nextlevel - tower.damage)); rI = String.Format("{0:0.00}", (tower.actualRange_nextlevel - tower.actualRange)); aSI = String.Format("{0:0.00}", (tower.AtkSpeed_nextlevel - tower.AtkSpeed)); eI = String.Format("{0:0.00}", (tower.effect_nextlevel - tower.effect)); }
private static void LoadMenu() { Config = MainMenu.AddMenu("Thresh", "thresh_menu"); SpellConfig = Config.AddSubMenu("Spell Settings", "SpellSettings"); SpellConfig.Add("autoQ", new CheckBox("Auto Q Dash Enemy", true)); SpellConfig.Add("dontQ2", new CheckBox("Don't Auto Q2", true)); SpellConfig.Add("dQ2if", new Slider("Don't Q2 if Enemies > allies", 1, 0, 5)); SpellConfig.Add("farmE", new CheckBox("Farm with E", true)); SpellConfig.AddLabel("Q BlackList :"); foreach (var hero in HeroManager.Enemies) { SpellConfig.Add("QList" + hero.NetworkId, new CheckBox("BlackList: " + hero.ChampionName, false)); } SpellConfig.Add("FlayPush", new KeyBind("Flay Push Key", false, KeyBind.BindTypes.HoldActive, 'T')); SpellConfig.Add("FlayPull", new KeyBind("Flay Pull Key", false, KeyBind.BindTypes.HoldActive, 'H')); FleeConfig = Config.AddSubMenu("Flee Settings", "FleeSettings"); FleeConfig.Add("flee", new KeyBind("Flee", false, KeyBind.BindTypes.HoldActive, 'Z')); FleeConfig.Add("autoEpush", new CheckBox("Auto E push", true)); PredictConfig = Config.AddSubMenu("Predict Settings", "PredictSettings"); PredictConfig.Add("PredictionMode", new ComboBox("Prediction Mode", 0, "Common", "OKTW", "SDK", "SPrediction")); PredictConfig.Add("HitChance", new ComboBox("Hit Chance", 0, "Very High", "High", "Medium")); BoxConfig = Config.AddSubMenu("Box Settings", "BoxSettings"); BoxConfig.Add("BoxCount", new Slider("Box Count", 2, 1, 6)); BoxConfig.Add("BoxMode", new ComboBox("Box Mode", 0, "Prediction", "Now")); SupportConfig = Config.AddSubMenu("Support Mode", "SupportMode"); SupportConfig.Add("SupportMode", new CheckBox("Suppor tMode", true)); SupportConfig.Add("SupportModeRange", new Slider("Support Mode Range", (int)Player.AttackRange + 200, (int)Player.AttackRange, 2000)); SupportConfig.Add("AttackADC", new CheckBox("Attack ADC's Target [TEST]", true)); DrawConfig = Config.AddSubMenu("Drawing Settings", "DrawingSettings"); DrawConfig.Add("Drawwhenskillisready", new CheckBox("Draw when skill is ready", true)); DrawConfig.Add("drawQ", new CheckBox("Draw Q Range", true)); DrawConfig.Add("drawW", new CheckBox("Draw W Range", true)); DrawConfig.Add("drawE", new CheckBox("Draw E Range", true)); DrawConfig.Add("drawR", new CheckBox("Draw R Range", true)); DrawConfig.Add("drawtg", new CheckBox("Draw Target", true)); SmartKeyConfig = Config.AddSubMenu("Smart Cast", "SmartCast"); SmartKeyConfig.Add("EnableFollow", new CheckBox("Enable Follow Options,Prss Q/W/E Auto Cast Spell", true)); SmartKeyConfig.Add("SmartCastQ", new CheckBox("Smart Cast Q", true)); SmartKeyConfig.Add("SmartCastW", new CheckBox("Smart Cast W", true)); SmartKeyConfig.Add("SmartCastE", new CheckBox("Smart Cast E", true)); TowerConfig = Config.AddSubMenu("Turret Settings", "TurretSettings"); TowerConfig.Add("QEallyTurrettarget", new CheckBox("Q/E ally Turret’s target", true)); TowerConfig.Add("QEtargetintoallyturret", new CheckBox("Q/E target into ally turret", true)); TowerConfig.Add("DontQ2inenemyturret", new CheckBox("Don't Q2 in enemy turret", true)); }
public void set_value(TowerConfig config) { int towerId = config.towerId; float[][] playerOnGeneralUpgrade = playerConfig.trees[1]; float[][] playerOnTowerUpgrade = playerConfig.trees[towerId + 2]; d = String.Format("{0:0.00}", stateCalculator.baseStat(config.damage, playerOnTowerUpgrade[1][1], playerOnGeneralUpgrade[0][1], config.damageIncrement, 0)); r = String.Format("{0:0.00}", stateCalculator.baseStat(config.range, playerOnTowerUpgrade[2][1], playerOnGeneralUpgrade[1][1], config.rangeIncrement, 0)); aS = String.Format("{0:0.00}", stateCalculator.baseStat(config.atk_speed, playerOnTowerUpgrade[3][1], playerOnGeneralUpgrade[2][1], config.AtkSpeedIncrement, 0)); e = String.Format("{0:0.00}", stateCalculator.baseStat(config.effect, playerOnTowerUpgrade[4][1], playerOnGeneralUpgrade[3][1], config.effectIncrement, 0)); p = ((int)config.price).ToString(); }
public void GetTowerInfo(Tower_Online tower, TowerConfig config, bool isRefresh) { if (isRefresh == true) { open_sideMenu(); } current_tower = tower; current_tower_config = config; header.setValue(tower, config); Stats_field.set_value(tower); }
/// <summary> /// 初始化塔属性 /// </summary> /// <param name="side">0:sideA 1:sideB</param> /// <param name="type">TowerType</param> public virtual void Init(int side, int type) { this.side = side; this.type = type; switch (type) { case (int)TowerType.Normal: this.config = GameConfig.NormalTowerConfig; break; case (int)TowerType.Main: this.config = GameConfig.MainTowerConfig; break; } }
public void setValue(Tower tower, TowerConfig config) { Level = tower.level + 1; TowerName = config.towerName; }
private void Awake() { path = towerPrefab.GetComponent <Tower>().TowerConfigPath; config = ConfigLoader.LoadTextFile <TowerConfig>(path); }