Esempio n. 1
0
        public void Upgrade(Automation automationData, AutomationsData automationsData)
        {
            long newDamage = 0;

            if (automationData.Level != 0)
            {
                automationsData.AutomationsPower -= automationData.CurrentDamage;
            }

            for (int i = 0; i < automationsData.LevelsToUpgrade; i++)
            {
                automationData.Level += 1;
                newDamage            += Mathf.RoundToInt(automationData.StartingDamage * UpgradeFactor * automationData.Level);
                if (automationData.Level >= 200 && automationData.Level % 25 == 0 && automationData.Level < 4000)
                {
                    newDamage *= 4;
                }
                if (automationData.Level >= 1000 && automationData.Level % 1000 == 0 && automationData.Level < 4000)
                {
                    newDamage *= 10;
                }

                foreach (var item in automationData.UpgradeComponents)
                {
                    if (item.IsUpgradeComponentPurchased)
                    {
                        newDamage += Mathf.RoundToInt(newDamage * item.Percentage / 100);
                    }
                }
                automationData.CurrentDamage = newDamage;
            }

            automationsData.AutomationsPower += automationData.CurrentDamage;
            automationsData.AutomationsPower += Mathf.RoundToInt(automationsData.AutomationsPower * automationsData.AutomationsPowerPercentageIncrease);
            RecalculateCost(automationsData.LevelsToUpgrade, automationData);
        }
Esempio n. 2
0
        public UpgradeComponent(PlayerData playerData, AutomationsData automationsData, Automation automationData,
                                UpgradeComponentData upgradeComponentData, IAutomationCommand automationCommand,
                                AutomationUpgradeComponentPresenter skillPresenter)
        {
            _upgradeComponentData = upgradeComponentData;
            _playerData           = playerData;
            AutomationsData       = automationsData;
            AutomationData        = automationData;
            _skillCommand         = automationCommand;
            _skillPresenter       = skillPresenter;

            Subscribe();
        }