public float GetProperty(GameData.GameProperies property) { switch (property) { case GameData.GameProperies.DAMAGE_PERCENTAGE: return(damagePercentage); case GameData.GameProperies.DAMAGE: return(damage); case GameData.GameProperies.DURATION: return(duration); case GameData.GameProperies.RANGE: return(range); case GameData.GameProperies.REDUCTION: return(reduction); case GameData.GameProperies.PROJECTILES: return(projectiles); case GameData.GameProperies.CHANCE_PERCENTAGE: return(chancePercentage); } return(0); }
public float GetProperty(GameData.GameProperies property) { switch (property) { case GameData.GameProperies.DAMAGE: return(damage); case GameData.GameProperies.HP: return(hp); case GameData.GameProperies.ARMOR: return(armor); case GameData.GameProperies.RANGE: return(range); case GameData.GameProperies.RATE_OF_FIRE: return(rateOfFire); case GameData.GameProperies.COST: return(cost); case GameData.GameProperies.EFFECT: return(effect); case GameData.GameProperies.REBOOT_TIME: return(rebootTime); } return(0); }
public float GetSpecialProperty(GameData.GameProperies property) { if (specialAbility != null) { return(specialAbility.GetProperty(property)); } return(0); }
public float EvaluateSpecialAbility(GameData.GameProperies stat, bool force = false) { if (baseTower.specialAbility != null) { if (force || UnityEngine.Random.Range(0.0f, 1.0f) < baseTower.GetSpecialProperty(GameData.GameProperies.CHANCE_PERCENTAGE)) { return(baseTower.GetSpecialProperty(stat)); } } return(-1); }