public void Initialize(UpgradeType type) { _autoClickerType = type; SetSillhouette(); SetButtonTextToCost(type); GetComponent<Button>().interactable = false; }
public Upgrade(UpgradeType type, Products target, string name, BigInteger price) { this.Type = type; this.Target = target; this.Name = name; this.Price = price; }
//For normal, building/vehicle upgrades public Upgrade(string newName,int newID, string newDescription, Sprite newIcon, float newPrice, float newMonthlyIncome, float newCarbonSavings, UpgradeType newUpgradeType, float newDuration, int newLevelRequired){ upgradeName = newName; iD = newID; description = newDescription; icon = Resources.Load<Sprite>(newName); price = newPrice; monthlyIncome = newMonthlyIncome; carbonSavings = newCarbonSavings; upgradeType = newUpgradeType; duration = newDuration; levelRequired = newLevelRequired; unlocked = false; if (!UpgradeDatabase.bestCarbUpgrds.ContainsKey(newUpgradeType) || !UpgradeDatabase.bestIncomeUpgrds.ContainsKey(newUpgradeType)) { UpgradeDatabase.bestCarbUpgrds.Add(newUpgradeType, this); UpgradeDatabase.bestIncomeUpgrds.Add(newUpgradeType, this); } else if (UpgradeDatabase.bestCarbUpgrds[newUpgradeType].carbonSavings < newCarbonSavings) //New upgrade has better carbon savings { UpgradeDatabase.bestCarbUpgrds[newUpgradeType] = this; } else if (UpgradeDatabase.bestCarbUpgrds[newUpgradeType].monthlyIncome < newMonthlyIncome) //New upgrade has better monthly income { UpgradeDatabase.bestIncomeUpgrds[newUpgradeType] = this; } }
public BuyableGameObject(float price, UpgradeType type, string spriteName, Vector2 position) : base(spriteName) { this.price = price; this.type = type; base.position = position; }
public Tile() { x = 0.0f; y = 0.0f; _isIndestructible = false; _isDestructible = false; _isUpgrade = false; _upgradeType = UpgradeType.None; }
//need some testing, UpgradingTypePostswitching method created as DRY on CodeReview /// <summary> /// Actions after succesfull upgrading type switching. /// </summary> /// <param name="upType">Up type.</param> /// <param name="unlimitedUpToConfig">Sets upgrading type</param> /// <param name="GBUnlimited">Sets Unlimited Group Box enabled or not</param> /// <param name="GBLimited">Sets Limited Group Box enabled or not.</param> private void UpgradingTypePostswitching(UpgradeType upType, bool unlimitedUpToConfig, bool GBUnlimited, bool GBLimited) { GBUpType.Tag = (int)upType; TowerConfig.UpgradeParams.RemoveRange(1, TowerConfig.UpgradeParams.Count - 1); GBLimitedUp.Text = Resources.LimitedUpgradeDefaultTitle; CurrentUpLevel = -1; TowerConfig.UnlimitedUp = unlimitedUpToConfig; GBUnlimitedUp.Enabled = GBUnlimited; GBLimitedUp.Enabled = GBLimited; }
/// <summary> /// Begins an asychronous operation to change the configuration of a deployment. /// </summary> /// <param name="cloudServiceName">The name of the cloud service which contains the deployment with the configuration to be changed. Required.</param> /// <param name="slot">The <see cref="DeploymentSlot"/> which contains the deployment with the configuration to be changed.</param> /// <param name="configFilePath">The local file path to the Azure deployment configuration file (.cscfg) defining the deployment. Required.</param> /// <param name="treatWarningsAsError">Set to true to treat configuation warnings as errors and fail the configuration change. Default is false.</param> /// <param name="mode">The <see cref="UpgradeType"/> value indicating whether the configuation change should happen automatically (<see cref="UpgradeType.Auto"/> or /// manually (<see cref="UpgradeType.Manual"/>. If set to <see cref="UpgradeType.Manual"/>, you must subsequently call <see cref="WalkUpgradeDomainAsync"/> to /// control the configuration change across the deployment.</param> /// <param name="extendedProperties">An optional <see cref="IDictionary{String, String}"/> that contains Name Value pairs representing user defined metadata for the deployment.</param> /// <param name="token">An optional <see cref="CancellationToken"/>.</param> /// <returns>A <see cref="Task"/> which returns a string representing the operation Id for this operation.</returns> /// <remarks>ChangeDeploymentConfigurationAsync is a long-running asynchronous operation. When the Task representing ChangeDeploymentConfigurationAsync is complete, /// without throwing an exception, this indicates that the operation as been accepted by the server, but has not completed. To track progress of /// the long-running operation use the operation Id returned from the ChangeDeploymentConfigurationAsync <see cref="Task"/> in calls to <see cref="GetOperationStatusAsync"/> /// until it returns either <see cref="OperationStatus.Succeeded"/> or <see cref="OperationStatus.Failed"/>.</remarks> public Task<string> ChangeDeploymentConfigurationAsync(string cloudServiceName, DeploymentSlot slot, string configFilePath, bool treatWarningsAsError = false, UpgradeType mode = UpgradeType.Auto, IDictionary<string, string> extendedProperties = null, CancellationToken token = default(CancellationToken)) { Validation.ValidateStringArg(cloudServiceName, "cloudServiceName"); //this validates the other parameters... ChangeDeploymentConfigurationInfo info = ChangeDeploymentConfigurationInfo.Create(configFilePath, treatWarningsAsError, mode, extendedProperties); HttpRequestMessage message = CreateBaseMessage(HttpMethod.Post, CreateTargetUri(UriFormatStrings.DeploymentSlotChangeConfig, cloudServiceName, slot.ToString()), info); return StartSendTask(message, token); }
//For multiplier/bonus upgrades public Upgrade(string newName, int newID, string newDescription, Sprite newIcon, float newPriceX, float newIncomeX, float newCarbonX, float newDurationX, UpgradeType newUpgradeType) { upgradeName = newName; iD = newID; description = newDescription; icon = newIcon; priceX = newPriceX; incomeX = newIncomeX; carbonX = newCarbonX; durationX = newDurationX; upgradeType = newUpgradeType; unlocked = false; }
public IPromise UpgradeIfCan(UpgradeType type) { Promise promise = new Promise(); if (IsUpgradeInProgress()) promise.Reject(new UpgradeInProgressException()); else if (isMaxUpgrade(type)) promise.Reject(new MaxUpgradeException()); else if (!currencyService.CanBePurchased(getNexUpgradeCost(type))) promise.Reject(new NotEnoughCoinsException()); else { startUpgrade(type); promise.Resolve(); } return promise; }
public static IUpgrade GetUpgrade(UpgradeType upgrade) { switch (upgrade) { case UpgradeType.Bomb: return new UpgradeBomb(); case UpgradeType.Laser: return new UpgradeLaser(); case UpgradeType.Line: return new UpgradeBombLine(); case UpgradeType.Kick: return new UpgradeKick(); case UpgradeType.Radioactive: return new UpgradeRadioactive(); case UpgradeType.None: default: Debug.LogError(upgrade + " is not a supported upgrade type"); return null; } }
void applyUpgrade(ShipModelComponent model, UpgradeType key, float bonus) { switch (key) { case UpgradeType.Health: model.health += (int)bonus; break; case UpgradeType.LaserDamage: model.hasLaser = true; model.laserDamage += (int)bonus; break; case UpgradeType.MagnetRadius: model.hasMagnetField = true; model.magnetRadius += bonus; break; case UpgradeType.MissileDamage: model.missileDamage += (int)bonus; break; case UpgradeType.MissileSpawnDelay: model.missileSpawnDelay -= bonus; break; case UpgradeType.MissileSpeed: model.missileVelocity += bonus; break; case UpgradeType.SecondaryMisileSpawnDelay: model.hasSecondaryMissiles = true; model.secondaryMissileSpawnDelay -= bonus; break; case UpgradeType.SecondaryMissileDamage: model.hasSecondaryMissiles = true; model.secondaryMissileDamage += (int)bonus; break; case UpgradeType.SecondaryMissileSpeed: model.hasSecondaryMissiles = true; model.secondaryMissileVelocity += bonus; break; case UpgradeType.Speed: model.maxVelocity += bonus; break; } }
internal static ChangeDeploymentConfigurationInfo Create(string configFilePath, bool treatWarningsAsError, UpgradeType mode, IDictionary<string, string> extendedProperties) { Validation.ValidateStringArg(configFilePath, "configuration"); Validation.ValidateExtendedProperties(extendedProperties); if (!File.Exists(configFilePath)) throw new FileNotFoundException(string.Format(Resources.ConfigFileNotFound, configFilePath), configFilePath); string configText = File.ReadAllText(configFilePath); ExtendedPropertyCollection collection = null; if (extendedProperties != null) { collection = new ExtendedPropertyCollection(extendedProperties); } return new ChangeDeploymentConfigurationInfo { Configuration = configText.EncodeBase64(), TreatWarningsAsError = treatWarningsAsError, Mode = mode, ExtendedProperties = collection }; }
public int? GetCost(UpgradeType type) { if (Upgrades[(int)type] == Upgrade.None) { return 100; } else if (Upgrades[(int)type] == Upgrade.One) { return 200; } else if (Upgrades[(int)type] == Upgrade.Two) { return 300; } else if (Upgrades[(int)type] == Upgrade.Three) { return 400; } else if (Upgrades[(int)type] == Upgrade.Four) { return 500; } else return null; }
public StrengthUpgrade(IGun toUpgrade, int strength, UpgradeType type) : base(toUpgrade, type) { this.strength = strength; }
// ^ Skill check ^ /// <summary> /// Initializes upgrade effect, setting required default values. /// You should generally use this constructor! /// </summary> /// <param name="type"></param> public UpgradeEffect(UpgradeType type) { Type = type; Unk1 = 0; Unk2 = 0; Stat = 0; ValueType = 0; Value = 0; SkillId = 0; SkillVar = 0; Unk4 = 0x0A; Unk5 = 0; CheckType = UpgradeCheckType.None; CheckStat = 0; CheckRace = 0; CheckPtj = 0; CheckMonth = 0; CheckBroken = false; CheckTitleId = 0; CheckCondition = 0; CheckValueType = 0; CheckValue = 0; CheckSkillId = 0; CheckSkillRank = 0; }
public EffectUpgrade(IGun toUpgrade, Effects newEffects, bool keepExistingEffects, UpgradeType type) : base(toUpgrade, type) { this.newEffects = newEffects; this.keepExistingEffects = keepExistingEffects; }
public PremiumUpgrade(UpgradeType ty, BigInteger upgradeCost, string dispName, string saveName) : base(ty, upgradeCost, dispName, saveName) { }
public override bool isUpgrading(UpgradeType upgrade) { bool ret = bwapiclientPINVOKE.PlayerImpl_isUpgrading(swigCPtr, UpgradeType.getCPtr(upgrade)); if (bwapiclientPINVOKE.SWIGPendingException.Pending) throw bwapiclientPINVOKE.SWIGPendingException.Retrieve(); return ret; }
/// <summary> /// Begins an asychronous operation to upgrade a deployment. /// </summary> /// <param name="cloudServiceName">The name of the cloud service which contains the deployment to be upgraded. Required.</param> /// <param name="slot">The <see cref="DeploymentSlot"/> which contains the deployment to be upgraded.</param> /// <param name="mode">The <see cref="UpgradeType"/> value indicating whether the ugrade should happen automatically (<see cref="UpgradeType.Auto"/> or /// manually (<see cref="UpgradeType.Manual"/>. If set to <see cref="UpgradeType.Manual"/>, you must subsequently call <see cref="WalkUpgradeDomainAsync"/> to /// control the upgrade across the deployment.</param> /// <param name="packageUrl">The <see cref="Uri"/> representing the location of the azure deployment package (.cspkg) to be deployed. /// The service package can be located either in a storage account beneath the same subscription or a Shared Access Signature (SAS) URI from any storage account. /// For more info about Shared Access Signatures, see <see href="http://msdn.microsoft.com/en-us/library/windowsazure/ee395415">Using a Shared Access Signature (REST API)</see>. Required. /// </param> /// <param name="configFilePath">The local file path to the Azure deployment configuration file (.cscfg) defining the deployment. Required.</param> /// <param name="label">The label for the deployment, may be up to 100 characters in length. Required.</param> /// <param name="roleToUpgrade">The name of a specific role to upgrade. Optional.</param> /// <param name="treatWarningsAsError">Specifies whether to treat package validation warnings as errors and fail the upgrade. Default is false.</param> /// <param name="force">Specifies whether the upgrade should proceed even when it will cause local data to be lost from some role instances. Default is false.</param> /// <param name="extendedProperties">An optional <see cref="IDictionary{String, String}"/> that contains Name Value pairs representing user defined metadata for the service.</param> /// <param name="token">An optional <see cref="CancellationToken"/>.</param> /// <returns>A <see cref="Task"/> which returns a string representing the operation Id for this operation.</returns> /// <remarks>UpgradeDeploymentAsync is a long-running asynchronous operation. When the Task representing UpgradeDeploymentAsync is complete, /// without throwing an exception, this indicates that the operation as been accepted by the server, but has not completed. To track progress of /// the long-running operation use the operation Id returned from the UpgradeDeploymentAsync <see cref="Task"/> in calls to <see cref="GetOperationStatusAsync"/> /// until it returns either <see cref="OperationStatus.Succeeded"/> or <see cref="OperationStatus.Failed"/>.</remarks> public Task<string> UpgradeDeploymentAsync(string cloudServiceName, DeploymentSlot slot, UpgradeType mode, Uri packageUrl, string configFilePath, string label, string roleToUpgrade = null, bool treatWarningsAsError = false, bool force = false, IDictionary<string, string> extendedProperties = null, CancellationToken token = default(CancellationToken)) { Validation.ValidateStringArg(cloudServiceName, "cloudServiceName"); //this validates the other parameters... UpgradeDeploymentInfo info = UpgradeDeploymentInfo.Create(mode, packageUrl, configFilePath, label, roleToUpgrade, treatWarningsAsError, force, extendedProperties); HttpRequestMessage message = CreateBaseMessage(HttpMethod.Post, CreateTargetUri(UriFormatStrings.DeploymentSlotUpgrade, cloudServiceName, slot.ToString()), info); return StartSendTask(message, token); }
public UpgradeSaveData(Upgrade upgrade) { type = upgrade.type; currentLevel = upgrade.currentLevel; }
public virtual bool upgrade(UpgradeType upgrade) { bool ret = bwapiPINVOKE.Unit_upgrade(swigCPtr, UpgradeType.getCPtr(upgrade)); if (bwapiPINVOKE.SWIGPendingException.Pending) throw bwapiPINVOKE.SWIGPendingException.Retrieve(); return ret; }
public void SetActiveAuraType(UpgradeType auraType) { activeAura = auraType; }
public void SetActiveAuraTypeAndSave(UpgradeType auraType) { activeAura = auraType; SaveLoad.Save(); }
public UpgradeResult(UpgradeType upgradeType, string comment, string upgradeUrl) { CurrentUpgradeType = upgradeType; Comment = comment; UpgradeUrl = upgradeUrl; }
/// <summary> /// Creates a new instance of the <see cref="ModdedUpgradeRepresenter"/> class /// </summary> /// <param name="type">The <see cref="global::UpgradeType"/> to store</param> /// <param name="level">The level of the upgrade to store</param> public ModdedUpgradeRepresenter(UpgradeType type, int level) { UpgradeType = type; Level = level; }
/// <summary> /// Checks whether or not the given <see cref="UpgradeType"/> and level is already in use by an <see cref="UpgradeDescription"/> /// </summary> /// <param name="upgradeManager"></param> /// <param name="ID">The ID of the upgrade</param> /// <param name="Level"></param> /// <returns></returns> public static bool IsUpgradeTypeAndLevelUsed(this UpgradeManager upgradeManager, UpgradeType ID, int Level = 1) { return(UpgradeManager.Instance.GetUpgrade(ID, Level) != null); }
public static int Get(UpgradeType u) { if (!UpgradeLevel.ContainsKey(u)) return 0; return UpgradeLevel[u]; }
private UpgradeAction ParseUpgradeAction() { UpgradeType upgrade = (UpgradeType)_input.ReadByte(); return(new UpgradeAction(sequence, frame, player, upgrade)); }
public virtual int getUpgradeLevel(UpgradeType upgrade) { int ret = bwapiPINVOKE.Unit_getUpgradeLevel(swigCPtr, UpgradeType.getCPtr(upgrade)); if (bwapiPINVOKE.SWIGPendingException.Pending) throw bwapiPINVOKE.SWIGPendingException.Retrieve(); return ret; }
// 班級升級 private void UpgradeDGClassItem(UpgradeType ut) { // 對所選擇的 Row 判斷 foreach (DataGridViewRow dgv in dgClassUpgrade.SelectedRows) { int defGrYear, upgradeGrYear, defClassYear; string ClassName = "", newClassName = "", ClassNamingRule = ""; ClassName = dgv.Cells[2].Value.ToString(); ClassNamingRule = "" + dgv.Cells[6].Value; if (ut == UpgradeType.升級) { bool checkNew = true; if (dgv.Cells[5].Value != null) { if (dgv.Cells[5].Value.ToString() == "升級") { dgv.Cells[3].Value = ""; dgv.Cells[4].Value = ""; dgv.Cells[5].Value = ""; foreach (DataGridViewCell dd in dgv.Cells) { dd.Style.BackColor = Color.White; } checkNew = false; } } if (checkNew == true) { int.TryParse(dgv.Cells[1].Value.ToString(), out defGrYear); string strUpgradeGrYear; upgradeGrYear = defGrYear + 1; dgv.Cells[3].Value = strUpgradeGrYear = upgradeGrYear.ToString(); // 檢查是否有命名規則 bool checkClassNamingRule = UpgradeClassDAL.ValidateNamingRule(ClassNamingRule); if (checkClassNamingRule == true) { // 使用預設命名規則 newClassName = UpgradeClassDAL.ParseClassName(ClassNamingRule, upgradeGrYear); dgv.Cells[4].Value = newClassName; } else { // 沒有命名規則 newClassName = ClassName; if (upgradeGrYear > 10) { newClassName = strUpgradeGrYear + ClassName.Substring(2, (ClassName.Length - 2)); } else { newClassName = strUpgradeGrYear + ClassName.Substring(1, (ClassName.Length - 1)); } dgv.Cells[4].Value = newClassName; } dgv.Cells[5].Value = "升級"; foreach (DataGridViewCell dd in dgv.Cells) { dd.Style.BackColor = Color.Yellow; } } } if (ut == UpgradeType.畢業) { bool checkNew = true; if (dgv.Cells[5].Value != null) { if (dgv.Cells[5].Value.ToString() == "畢業") { dgv.Cells[3].Value = ""; dgv.Cells[4].Value = ""; dgv.Cells[5].Value = ""; foreach (DataGridViewCell dd in dgv.Cells) { dd.Style.BackColor = Color.White; } checkNew = false; } } if (checkNew == true) { dgv.Cells[3].Value = ""; dgv.Cells[4].Value = txtSchoolYear.Text + ClassName; dgv.Cells[5].Value = "畢業"; foreach (DataGridViewCell dd in dgv.Cells) { dd.Style.BackColor = Color.LightCyan; } } } if (ut == UpgradeType.恢復) { dgv.Cells[3].Value = ""; dgv.Cells[4].Value = ""; dgv.Cells[5].Value = ""; foreach (DataGridViewCell dd in dgv.Cells) { dd.Style.BackColor = Color.White; } } } }
void Upgrade(Weapon weapon, UpgradeType type, float amtToAdd) { ScrapManager s = GameObject.Find("scrapCountLabel").GetComponent<ScrapManager>(); if (s.Scrap >= weapon.costToUpgrade) { if (weapon.tier < weapon.maxTier) { s.Scrap -= weapon.costToUpgrade; ++weapon.tier; //weapon.costToUpgrade += 20; //print(weapon.tier); string typeOfUpgrade = string.Empty; switch (type) { case UpgradeType.FireRate: { weapon.fireRate += amtToAdd; typeOfUpgrade = "Firerate"; break; } case UpgradeType.Damage: { weapon.damage += amtToAdd; typeOfUpgrade = "Damage"; break; } case UpgradeType.Accuracy: { if (weapon.spread > 1.0f) { weapon.spread -= amtToAdd; //subtract } typeOfUpgrade = "Accuracy"; break; } default: { typeOfUpgrade = "Unknown UpgradeType"; break; } } upgradeMenu.GetComponent<AudioSource>().clip = upgradeSound; upgradeMenu.GetComponent<AudioSource>().Play(); // descText.text = typeOfUpgrade + " + " + amtToAdd.ToString().Replace("-", ""); } else { //descText.text = "Weapon has been fully upgraded!"; } } else { //descText.text = "Insufficient funds"; } }
public abstract string UpgradeTypeToXws(UpgradeType faction);
/// <summary> /// Returns true if there is enough resources required to upgrade the given tech type. /// </summary> /// <returns></returns> public static bool CanUpgrade(UpgradeType upgradeType) { return SWIG.BWAPI.bwapi.Broodwar.canUpgrade(null, upgradeType.BwapiObject); }
public int GetUpgradeLevel(UpgradeType type) { return(UpgradeLevels[(int)type]); }
public static UnitCommand upgrade(Unit unit, UpgradeType upgrade) { UnitCommand ret = new UnitCommand(bwapiPINVOKE.UnitCommand_upgrade(Unit.getCPtr(unit), UpgradeType.getCPtr(upgrade)), true); if (bwapiPINVOKE.SWIGPendingException.Pending) throw bwapiPINVOKE.SWIGPendingException.Retrieve(); return ret; }
public static void addUpgrade(float basePrice, float exponentialCost, string upgradeText, string effectText, UpgradeType upgradeType, int maxLevel, int currentLevel) { Upgrade upgrade = new Upgrade(basePrice, exponentialCost, upgradeText, effectText, upgradeType, maxLevel, currentLevel); GameObject btn = GameObject.Instantiate(upgradeButton); upgrade.setButton(btn); btn.GetComponentInChildren <Text>().text = "ffs"; btn.transform.parent = scrollViewContent.transform; currentY += (margin + buttonHeight); scrollViewContent.GetComponent <RectTransform>().sizeDelta = new Vector2(0, currentY); btn.transform.localPosition = new Vector3(0, -currentY); upgrades.Add(upgrade); }
public UpgradeCardInfo( string name, UpgradeType type = UpgradeType.None, List <UpgradeType> types = null, int cost = 0, bool isLimited = false, bool isSolitary = false, int limited = 0, Type abilityType = null, UpgradeCardRestriction restriction = null, UpgradeCardRestrictions restrictions = null, int charges = 0, bool regensCharges = false, bool cannotBeRecharged = false, int seImageNumber = 0, SpecialWeaponInfo weaponInfo = null, ShipArcInfo addArc = null, ActionInfo addAction = null, List <ActionInfo> addActions = null, LinkedActionInfo addActionLink = null, UpgradeSlot addSlot = null, List <UpgradeSlot> addSlots = null, bool feIsLimitedPerShip = false, UpgradeType forbidSlot = UpgradeType.None, List <UpgradeType> forbidSlots = null, Dictionary <UpgradeType, int> costReductionByType = null, int addShields = 0, int addHull = 0, int addForce = 0, UpgradeSubType subType = UpgradeSubType.None, Type remoteType = null ) { Name = name; Cost = cost; Charges = charges; RegensCharges = regensCharges; CannotBeRecharged = cannotBeRecharged; SEImageNumber = seImageNumber; WeaponInfo = weaponInfo; AddActionLink = addActionLink; IsSolitary = isSolitary; AbilityTypes = new List <Type>(); if (abilityType != null) { AbilityTypes.Add(abilityType); } Limited = (isLimited) ? 1 : 0; if (limited != 0) { Limited = limited; } FeIsLimitedPerShip = feIsLimitedPerShip; UpgradeTypes = new List <UpgradeType>(); if (type != UpgradeType.None) { UpgradeTypes.Add(type); } if (types != null) { UpgradeTypes.AddRange(types); } Restrictions = new UpgradeCardRestrictions(); if (restriction != null) { Restrictions = new UpgradeCardRestrictions(restriction); } if (restrictions != null) { Restrictions = restrictions; } AddedSlots = new List <UpgradeSlot>(); if (addSlot != null) { AddedSlots.Add(addSlot); } if (addSlots != null) { AddedSlots.AddRange(addSlots); } AddedActions = new List <ActionInfo>(); if (addAction != null) { AddedActions.Add(addAction); } if (addActions != null) { AddedActions.AddRange(addActions); } ForbiddenSlots = new List <UpgradeType>(); if (forbidSlot != UpgradeType.None) { ForbiddenSlots.Add(forbidSlot); } if (forbidSlots != null) { ForbiddenSlots.AddRange(forbidSlots); } CostReductionByType = new Dictionary <UpgradeType, int>(); if (costReductionByType != null) { CostReductionByType = costReductionByType; } AddHull = addHull; AddShields = addShields; AddForce = addForce; AddArc = addArc; SubType = subType; RemoteType = remoteType; }
public Upgrade(float basePrice, float exponentialCost, string upgradeText, string effectText, UpgradeType upgradeType, int maxLevel, int currentLevel) { this.basePrice = basePrice; exp = exponentialCost; this.maxLevel = maxLevel; this.upgradeText = upgradeText; this.effectText = effectText; this.upgradeType = upgradeType; this.level = currentLevel; }
/// <summary> /// Allows the upgrade to execute /// </summary> /// <param name="newUpgrade"></param> public void EnableUpgrade(UpgradeType ut) { upgradeLibrary[ut].enabled = true; }
public UpgradeSlotPanel(GenericUpgrade upgrade, UpgradeType slotType, GameObject panel) { Upgrade = upgrade; SlotType = slotType; Panel = panel; }
private void ShowInventoryChip() { myInventoryChipsObject.SetActive(true); for (int i = 0; i < myInventoryChipsPanel.childCount; i++) { Destroy(myInventoryChipsPanel.GetChild(i).gameObject); } UpgradeType typeSeached = UpgradeType.TYPEA; if (myUpgradeCategoryIndex == 1) { typeSeached = UpgradeType.TYPEB; } else if (myUpgradeCategoryIndex == 2) { typeSeached = UpgradeType.TYPEC; } else if (myUpgradeCategoryIndex == 3) { typeSeached = UpgradeType.TYPED; } for (int i = 0; i < myUpgradesInventory.Count; i++) { if (myUpgradesInventory[i] != null && myUpgradesInventory[i].GetMyType() == typeSeached) { myIsReplacing = true; Transform t = Instantiate(myInventoryChipsItemPrefab, myInventoryChipsPanel); if (myUpgradeCategoryIndex == 0) { t.GetComponent <Image>().sprite = myTypeASprite; } else if (myUpgradeCategoryIndex == 1) { t.GetComponent <Image>().sprite = myTypeBSprite; } else if (myUpgradeCategoryIndex == 2) { t.GetComponent <Image>().sprite = myTypeCSprite; } else if (myUpgradeCategoryIndex == 3) { t.GetComponent <Image>().sprite = myTypeDSprite; } if (myCurrentUpgradeReplaceSelected == null) { myCurrentUpgradeReplaceSelected = myUpgradesInventory[i]; myCurrentUpgradeReplaceTransformSelected = t; myCurrentUpgradeReplaceTransformSelected.GetChild(0).gameObject.SetActive(true); myUpgradeReplaceIndex = i; myReplaceChipDescriptionObject.SetActive(true); myReplaceChipNameText.text = myCurrentUpgradeReplaceSelected.GetName(); myReplaceChipDescText.text = myCurrentUpgradeReplaceSelected.GetDescription(); myReplaceChipHeatText.text = myCurrentUpgradeReplaceSelected.GetHeat().ToString(); myReplaceChipWattText.text = myCurrentUpgradeReplaceSelected.GetWatt().ToString(); } } } }
public void Upgrade(UpgradeType upgrade, float duration) { Upgrade(upgrade); Invoke(nameof(UpgradeDestroy), duration); }
/// <summary> /// Changes effect's type. /// </summary> /// <param name="type"></param> public void SetType(UpgradeType type) { Type = type; }
public void StartCutscene(UpgradeType upgrade, float duration) { StartCutscene(); Upgrade(upgrade, duration); }
private void ChangePts(UpgradeType upgrade, int amount) { if (upgrader.AvailablePoints >= amount) { upgrader.ChangePts(upgrade, amount); upgrader.AvailablePoints -= amount; } UpdatePanel(); }
private int CountUpgradeIcons(UpgradeType upgradeType) { return(Ship.ShipInfo.UpgradeIcons.Upgrades.Count(n => n == upgradeType) + Ship.PilotInfo.ExtraUpgrades.Count(n => n == upgradeType)); }
public virtual UpgradeType getUpgrade() { UpgradeType ret = new UpgradeType(bwapiPINVOKE.Unit_getUpgrade(swigCPtr), true); return ret; }
private bool ShipHasUpgradeIcon(UpgradeType upgradeType) { return(Ship.ShipInfo.UpgradeIcons.Upgrades.Contains(upgradeType) || Ship.PilotInfo.ExtraUpgrades.Contains(upgradeType)); }
public override UpgradeType getUpgrade() { UpgradeType ret = new UpgradeType(bwapiclientPINVOKE.UnitImpl_getUpgrade(swigCPtr), true); return ret; }
public void Upgrade(float value, UpgradeType type) { gameManager.Upgrade(value, type); SoundPlayer.main.PlaySound(GameSoundType.ShopUpgrade); }
public WeaponUpgrade(UpgradeType type, string description, float ammount, int cost) { this.type = type; this.description = description; this.ammount = ammount; this.Cost = cost; }
public UpgradeType armorUpgrade() { UpgradeType ret = new UpgradeType(bwapiPINVOKE.UnitType_armorUpgrade(swigCPtr), true); return(ret); }
public override int getMaxUpgradeLevel(UpgradeType upgrade) { int ret = bwapiclientPINVOKE.PlayerImpl_getMaxUpgradeLevel(swigCPtr, UpgradeType.getCPtr(upgrade)); if (bwapiclientPINVOKE.SWIGPendingException.Pending) throw bwapiclientPINVOKE.SWIGPendingException.Retrieve(); return ret; }
public UpgradePresentRestriction(UpgradeType upgradeSlot) { UpgradeSlot = upgradeSlot; }
/// <summary> /// Returns true if the given unit can upgrade the given upgrade type and there is enough resources required to upgrade. /// </summary> /// <param name="unitWhereToUpgrade"></param> /// <param name="upgradeType"></param> /// <returns></returns> public static bool CanUpgrade(Unit unitWhereToUpgrade, UpgradeType upgradeType) { return SWIG.BWAPI.bwapi.Broodwar.canUpgrade(unitWhereToUpgrade.BwapiObject, upgradeType.BwapiObject); }
public void ApplyUpgrade(UpgradeType upgradeType) { _upgradeBehaviours.UpgradeAct(upgradeType); }
private void getLevelSelectVariables() { element = levelSelect.element; upgradeType = levelSelect.upgradeType; material = levelSelect.material; }
public bool HasType(UpgradeType upgradeType) { return(UpgradeTypes.Contains(upgradeType)); }
public UpgradeType getUpgradeType() { UpgradeType ret = new UpgradeType(bwapiPINVOKE.UnitCommand_getUpgradeType(swigCPtr), true); return ret; }
public void WeaponUpgradeCollected(UpgradeType upgradeType) { playerWeaponUpgrades.Add(upgradeType); gameController.playerControl.UpgradePlayerWeapon(upgradeType); }