public float GetFixChance(Vector2 target) { DisasterTypes type = TileManager.Instance.GetTileDisasterType(target); int level = SkillStorage.GetLevel(unitNumber, SkillStorage.StatFromDisaster(type)); if (Input.GetKey(KeyCode.F)) { return(1000f); } return(BASE_FIX_CHANCE + ((float)level * 2 / 100f) + ((float)remainingActions * 2 / 100f)); }
// Update is called once per frame void Update() { int level = SkillStorage.GetLevel(characterID, stat); progress.value = level; }