public override void GameElementUpgrade(GameElementBehaviour upgrade_behaviour) { BehaviourHealthPoints health_behaviour = upgrade_behaviour as BehaviourHealthPoints; _health_points = _health_points / health_max * health_behaviour._health_points; health_max = health_behaviour._health_points; }
//public virtual void GameElementUpdateSelection() {} //public virtual void GameElementTouch(){} public override void GameElementUpgrade(GameElementBehaviour upgrade_behaviour) { BehaviourGatherer gatherer_behaviour = upgrade_behaviour as BehaviourGatherer; _gather_frequency = gatherer_behaviour._gather_frequency; _gather_amount = gatherer_behaviour._gather_amount; }
public override void GameElementUpgrade(GameElementBehaviour upgrade_behaviour) { BehaviourShooter shooter_behaviour = upgrade_behaviour as BehaviourShooter; _projectile = shooter_behaviour._projectile; _range = shooter_behaviour._range; _frequency = shooter_behaviour._frequency; _target_tag = shooter_behaviour._target_tag; _damage = shooter_behaviour._damage; }
public override void GameElementUpgrade(GameElementBehaviour upgrade_behaviour) { BehaviourDoDamageTarget damage_behaviour = upgrade_behaviour as BehaviourDoDamageTarget; _damage_value = damage_behaviour._damage_value; }
public virtual void GameElementUpgrade(GameElementBehaviour upgrade_behaviour) { }