private void InitializeBuildingBooster() { base.InitializeRangedBuilding(); m_turretInRangeList = new List <GameObject>(); m_currentBoosterMode = BoosterMode.BoostRange; m_currentBuildingBoosterLevel = 0; m_maxBuildingBoosterLevelIndex = m_buildingBoosterUpgradesData.m_buildingBoosterUpgradeList.Count - 1; GetBoostValues(m_currentBuildingBoosterLevel); UpdateAndApplyEffectOnInRangeBuildings(); }
private void ChangeBoostMode(GameObject buildingReference, BoosterMode boostMode) { if (buildingReference == gameObject) { switch (boostMode) { case BoosterMode.BoostRange: m_currentBoosterMode = BoosterMode.BoostRange; break; case BoosterMode.BoostDamage: m_currentBoosterMode = BoosterMode.BoostDamage; break; case BoosterMode.BoostShootSpeed: m_currentBoosterMode = BoosterMode.BoostShootSpeed; break; case BoosterMode.BoostSlowPower: m_currentBoosterMode = BoosterMode.BoostSlowPower; break; case BoosterMode.BoostAOERange: m_currentBoosterMode = BoosterMode.BoostAOERange; break; case BoosterMode.BoostMoneyGeneration: m_currentBoosterMode = BoosterMode.BoostMoneyGeneration; break; default: break; } ApplyEffectOnInRangeBuildings(); } }