public void CurrentPower(int type) { print("CurrentPower"); Turret.Grade[] grades = new Turret.Grade[5]; turretList = new List <Turret>(FindObjectsOfType <Turret>()); Turret[] normalTurrets = turretList.FindAll(t => t.turretType == type && t.towerGrade == Turret.Grade.nomal).ToArray(); Turret[] magicTurrets = turretList.FindAll(t => t.turretType == type && t.towerGrade == Turret.Grade.magic).ToArray(); Turret[] rareTurrets = turretList.FindAll(t => t.turretType == type && t.towerGrade == Turret.Grade.rare).ToArray(); Turret[] uniqueTurrets = turretList.FindAll(t => t.turretType == type && t.towerGrade == Turret.Grade.unique).ToArray(); Turret[] epicTurrets = turretList.FindAll(t => t.turretType == type && t.towerGrade == Turret.Grade.epic).ToArray(); for (int i = 0; i < normalTurrets.Length; i++) { normalTurrets[i].bulletDamage = normalCurrentDamage[type]; print(normalTurrets[i].name); } for (int i = 0; i < magicTurrets.Length; i++) { magicTurrets[i].bulletDamage = magicCurrentDamage[type]; } for (int i = 0; i < rareTurrets.Length; i++) { rareTurrets[i].bulletDamage = rareCurrentDamage[type]; } for (int i = 0; i < uniqueTurrets.Length; i++) { uniqueTurrets[i].bulletDamage = uniqueCurrentDamage[type]; } for (int i = 0; i < epicTurrets.Length; i++) { epicTurrets[i].bulletDamage = epicCurrentDamage[type]; } return; }
void FirstCheck(int type) { Turret.Grade[] grades = new Turret.Grade[5]; turretList = new List <Turret>(FindObjectsOfType <Turret>()); Turret[] normalTurrets = turretList.FindAll(t => t.turretType == type && t.towerGrade == Turret.Grade.nomal).ToArray(); Turret[] magicTurrets = turretList.FindAll(t => t.turretType == type && t.towerGrade == Turret.Grade.magic).ToArray(); Turret[] rareTurrets = turretList.FindAll(t => t.turretType == type && t.towerGrade == Turret.Grade.rare).ToArray(); Turret[] uniqueTurrets = turretList.FindAll(t => t.turretType == type && t.towerGrade == Turret.Grade.unique).ToArray(); Turret[] epicTurrets = turretList.FindAll(t => t.turretType == type && t.towerGrade == Turret.Grade.epic).ToArray(); normalCurrentDamage[type] = normalTurrets[0].bulletDamage; // print("" + type + "Type " + "And " + normalTurrets[0].bulletDamage + "Damage"); magicCurrentDamage[type] = magicTurrets[0].bulletDamage; // print("" + type + "Type " + "And " + magicTurrets[0].bulletDamage + "Damage"); rareCurrentDamage[type] = rareTurrets[0].bulletDamage; //print("" + type + "Type " + "And " + rareTurrets[0].bulletDamage + "Damage"); uniqueCurrentDamage[type] = uniqueTurrets[0].bulletDamage; // print("" + type + "Type " + "And " + uniqueTurrets[0].bulletDamage + "Damage"); epicCurrentDamage[type] = epicTurrets[0].bulletDamage; // print("" + type + "Type " + "And " + epicTurrets[0].bulletDamage + "Damage"); return; }