コード例 #1
0
        public Tower GetElementUpgradeSample(ElelmentType elementType)
        {
            Tower newTower = Duplicate();

            newTower.ElementUpgrade(elementType);
            return(newTower);
        }
コード例 #2
0
 public virtual void ElementUpgrade(ElelmentType elementType, Game game)
 {
     if (game.Money >= UpgradeCost)
     {
         game.Money -= UpgradeCost;
         ElementUpgrade(elementType);
     }
 }
コード例 #3
0
    public void ShowTowerElementUpgradeInfo(Tower tower, ElelmentType elementType)
    {
        Tower         upgradedTower = tower.GetElementUpgradeSample(elementType);
        StringBuilder stringBuilder = new StringBuilder();

        stringBuilder.AppendFormat("{0} → {1}\n", tower.Name, upgradedTower.Name);
        stringBuilder.AppendFormat("消耗金錢 {0}\n", tower.UpgradeCost);
        if (tower.Damage != upgradedTower.Damage)
        {
            stringBuilder.AppendFormat("傷害: {0} → {1}\n", tower.Damage, upgradedTower.Damage);
        }
        else
        {
            stringBuilder.AppendFormat("傷害: {0}\n", tower.Damage);
        }
        if (tower.Range != upgradedTower.Range)
        {
            stringBuilder.AppendFormat("射程: {0} → {1}\n", tower.Range, upgradedTower.Range);
        }
        else
        {
            stringBuilder.AppendFormat("射程: {0}\n", tower.Range);
        }
        if (tower.Frequency != upgradedTower.Frequency)
        {
            stringBuilder.AppendFormat("頻率: {0} → {1} 次/秒\n", tower.Frequency, upgradedTower.Frequency);
        }
        else
        {
            stringBuilder.AppendFormat("頻率: {0} 次/秒\n", tower.Frequency);
        }
        if (tower.Speed != upgradedTower.Speed)
        {
            stringBuilder.AppendFormat("初速度: {0} → {1}\n", tower.Speed, upgradedTower.Speed);
        }
        else
        {
            stringBuilder.AppendFormat("初速度: {0}\n", tower.Speed);
        }
        if (tower.BulletNumber != upgradedTower.BulletNumber)
        {
            stringBuilder.AppendFormat("彈數: {0} → {1}\n", tower.BulletNumber, upgradedTower.BulletNumber);
        }
        else
        {
            stringBuilder.AppendFormat("彈數: {0}\n", tower.BulletNumber);
        }
        if (tower.BulletSpanRange != upgradedTower.BulletSpanRange)
        {
            stringBuilder.AppendFormat("砲彈夾角:{0} → {1}\n", tower.BulletSpanRange, upgradedTower.BulletSpanRange);
        }
        towerInfoText.text = stringBuilder.ToString();
    }
コード例 #4
0
ファイル: ClientTower.cs プロジェクト: DSobscure/IANT
    public override void ElementUpgrade(ElelmentType elementType, Game game)
    {
        base.ElementUpgrade(elementType, game);
        switch (elementType)
        {
        case ElelmentType.Ice:
            TowerInstance.GetComponent <SpriteRenderer>().color = new Color(170f / 255f, 255f / 255f, 228 / 255f);
            break;

        case ElelmentType.Fire:
            TowerInstance.GetComponent <SpriteRenderer>().color = new Color(255f / 255f, 84f / 255f, 0f / 255f);
            break;

        case ElelmentType.Thunder:
            TowerInstance.GetComponent <SpriteRenderer>().color = new Color(120f / 255f, 56f / 255f, 138f / 255f);
            break;

        case ElelmentType.Wind:
            TowerInstance.GetComponent <SpriteRenderer>().color = new Color(160f / 255f, 255f / 255f, 171f / 255f);
            break;

        case ElelmentType.Poison:
            TowerInstance.GetComponent <SpriteRenderer>().color = new Color(37f / 255f, 82f / 255f, 33f / 255f);
            break;

        case ElelmentType.Wood:
            TowerInstance.GetComponent <SpriteRenderer>().color = new Color(0f / 255f, 197f / 255f, 9f / 255f);
            break;
        }
        if (elementType == ElelmentType.Wind)
        {
            float radius = Range / 30f;
            TowerInstance.GetComponent <CircleCollider2D>().radius = radius;
            TowerInstance.transform.GetChild(0).localScale         = new Vector3(2f * radius, 2f * radius, 1f);
        }
    }
コード例 #5
0
        public virtual void ElementUpgrade(ElelmentType elementType)
        {
            Level         = Level + 1;
            UpgradeCost   = Convert.ToInt32(Math.Ceiling(UpgradeCost * 1.9));
            DestroyReturn = Convert.ToInt32(Math.Ceiling(DestroyReturn * 1.9));
            if (ElementType == ElelmentType.Normal)
            {
                ElementType = elementType;
            }
            switch (ElementType)
            {
            case ElelmentType.Ice:
                Name            = "冰凍塔";
                Damage          = Convert.ToInt32(Damage * TowerUpgradeConfiguration.IceTowerUpgradeDamageRatio);
                Range           = Range * TowerUpgradeConfiguration.IceTowerUpgradeRangeRatio;
                Frequency       = Frequency * TowerUpgradeConfiguration.IceTowerUpgradeFrequencyRatio;
                Speed           = Speed * TowerUpgradeConfiguration.IceTowerUpgradeSpeedRatio;
                BulletNumber    = BulletNumber + TowerUpgradeConfiguration.IceTowerUpgradeBulletNumberDelta;
                BulletSpanRange = BulletSpanRange + TowerUpgradeConfiguration.IceTowerUpgradeBulletSpanRangeDelta;
                break;

            case ElelmentType.Fire:
                Name            = "火焰塔";
                Damage          = Convert.ToInt32(Damage * TowerUpgradeConfiguration.FireTowerUpgradeDamageRatio);
                Range           = Range * TowerUpgradeConfiguration.FireTowerUpgradeRangeRatio;
                Frequency       = Frequency * TowerUpgradeConfiguration.FireTowerUpgradeFrequencyRatio;
                Speed           = Speed * TowerUpgradeConfiguration.FireTowerUpgradeSpeedRatio;
                BulletNumber    = BulletNumber + TowerUpgradeConfiguration.FireTowerUpgradeBulletNumberDelta;
                BulletSpanRange = BulletSpanRange + TowerUpgradeConfiguration.FireTowerUpgradeBulletSpanRangeDelta;
                break;

            case ElelmentType.Thunder:
                Name            = "閃電塔";
                Damage          = Convert.ToInt32(Damage * TowerUpgradeConfiguration.ThunderTowerUpgradeDamageRatio);
                Range           = Range * TowerUpgradeConfiguration.ThunderTowerUpgradeRangeRatio;
                Frequency       = Frequency * TowerUpgradeConfiguration.ThunderTowerUpgradeFrequencyRatio;
                Speed           = Speed * TowerUpgradeConfiguration.ThunderTowerUpgradeSpeedRatio;
                BulletNumber    = BulletNumber + TowerUpgradeConfiguration.ThunderTowerUpgradeBulletNumberDelta;
                BulletSpanRange = BulletSpanRange + TowerUpgradeConfiguration.ThunderTowerUpgradeBulletSpanRangeDelta;
                break;

            case ElelmentType.Wind:
                Name            = "風暴塔";
                Damage          = Convert.ToInt32(Damage * TowerUpgradeConfiguration.WindTowerUpgradeDamageRatio);
                Range           = Range * TowerUpgradeConfiguration.WindTowerUpgradeRangeRatio;
                Frequency       = Frequency * TowerUpgradeConfiguration.WindTowerUpgradeFrequencyRatio;
                Speed           = Speed * TowerUpgradeConfiguration.WindTowerUpgradeSpeedRatio;
                BulletNumber    = BulletNumber + TowerUpgradeConfiguration.WindTowerUpgradeBulletNumberDelta;
                BulletSpanRange = BulletSpanRange + TowerUpgradeConfiguration.WindTowerUpgradeBulletSpanRangeDelta;
                break;

            case ElelmentType.Poison:
                Name            = "毒物塔";
                Damage          = Convert.ToInt32(Damage * TowerUpgradeConfiguration.PoisonTowerUpgradeDamageRatio);
                Range           = Range * TowerUpgradeConfiguration.PoisonTowerUpgradeRangeRatio;
                Frequency       = Frequency * TowerUpgradeConfiguration.PoisonTowerUpgradeFrequencyRatio;
                Speed           = Speed * TowerUpgradeConfiguration.PoisonTowerUpgradeSpeedRatio;
                BulletNumber    = BulletNumber + TowerUpgradeConfiguration.PoisonTowerUpgradeBulletNumberDelta;
                BulletSpanRange = BulletSpanRange + TowerUpgradeConfiguration.PoisonTowerUpgradeBulletSpanRangeDelta;
                break;

            case ElelmentType.Wood:
                Name            = "森林塔";
                Damage          = Convert.ToInt32(Damage * TowerUpgradeConfiguration.WoodTowerUpgradeDamageRatio);
                Range           = Range * TowerUpgradeConfiguration.WoodTowerUpgradeRangeRatio;
                Frequency       = Frequency * TowerUpgradeConfiguration.WoodTowerUpgradeFrequencyRatio;
                Speed           = Speed * TowerUpgradeConfiguration.WoodTowerUpgradeSpeedRatio;
                BulletNumber    = BulletNumber + TowerUpgradeConfiguration.WoodTowerUpgradeBulletNumberDelta;
                BulletSpanRange = BulletSpanRange + TowerUpgradeConfiguration.WoodTowerUpgradeBulletSpanRangeDelta;
                break;
            }
        }