Esempio n. 1
0
    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;
    }
Esempio n. 2
0
    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;
    }