Esempio n. 1
0
 public Unit(int heroID, string name, double purchaseCost, string icon)
 {
     unitSkills        = new List <UnitSkill>();
     this.heroID       = heroID;
     this.name         = name;
     this.purchaseCost = purchaseCost;
     this.level        = 0;
     this.icon         = icon;
     GetUnitSkills();
     this.nextSkillToUnlock = GetNextSkill();
     UpdateUnitStats();
 }
Esempio n. 2
0
        public UnitSkill GetNextSkill()
        {
            UnitSkill skill = new UnitSkill(100, BonusType.AllDamage, 0, 0);

            foreach (var Skill in scene.skillList)
            {
                if (Skill.ownerID == this.heroID && !Skill.isUnlocked)
                {
                    return(Skill);
                }
            }
            return(skill);
        }
Esempio n. 3
0
 public void UpdateUnitStats()
 {
     if (this.level == nextSkillToUnlock.requiredLevel)
     {
         nextSkillToUnlock.isUnlocked = true;
         nextSkillToUnlock            = GetNextSkill();
     }
     this.currentDPS      = GetDPSByLevel(this.level);
     this.nextUpgradeCost = GetUpgradeCostByLevel(this.level);
     if (this.level + 1 == nextSkillToUnlock.requiredLevel)
     {
         double tmpDPS = GetDPSByLevel(this.level);
         nextSkillToUnlock.isUnlocked = true;
         this.nextLevelDPSDiff        = GetDPSByLevel(this.level + 1) - tmpDPS;
         nextSkillToUnlock.isUnlocked = false;
     }
     else
     {
         this.nextLevelDPSDiff = GetDPSByLevel(this.level + 1) - GetDPSByLevel(this.level);
     }
 }