public float SetTowerFireRate() { return(1f / upgrademenu.GetplayerFireRate()); }
private void GetCost() { switch (buttonIndex) { case 1: cost = skillCost.CostOfplayerFireRate(upMenu.GetplayerFireRate()); break; case 2: cost = skillCost.CostOfplayerDamage(upMenu.GetplayerDamage()); break; case 3: cost = skillCost.CostOfplayerMultishot(upMenu.GetplayerMultishot()); break; case 4: cost = skillCost.CostOfplayerRecoilReduction(upMenu.GetplayerRecoilReduction()); break; case 5: cost = skillCost.CostOfbaseSquadSize(upMenu.GetbaseSquadSize()); break; case 6: cost = skillCost.CostOfbaseFireRate(upMenu.GetbaseFireRate()); break; case 7: cost = skillCost.CostOfbaseDamage(upMenu.GetbaseDamage()); break; case 8: cost = skillCost.CostOfbaseDrones(upMenu.GetbaseDrones()); break; case 9: cost = skillCost.CostOfbaseWires(upMenu.GetbaseWires()); break; case 10: cost = skillCost.CostOfbaseAirStrike(upMenu.GetbaseAirStrike()); break; case 11: cost = skillCost.CostOfbaseNapalm(upMenu.GetbaseNapalm()); break; case 12: cost = skillCost.CostOfammoCritical(upMenu.GetammoCritical()); break; case 13: cost = skillCost.CostOfammoExpl(upMenu.GetammoExplosive()); break; case 14: cost = skillCost.CostOfammoInc(upMenu.GetammoIncendiary()); break; } }