private void UpgradeAbilityServer(PlayerControllerRTS.PlayerState type, bool levelUpAbility) { switch (type) { case PlayerControllerRTS.PlayerState.attackingBasic: if (playerCScript.playerStScript.stats.basic.weaponLvl < 1 && levelUpAbility) { playerCScript.playerStScript.stats.basic.weaponLvl++; } networkView.RPC("UpgradeAbilityClient", uLink.RPCMode.Owner, PlayerControllerRTS.PlayerState.attackingBasic, playerCScript.playerStScript.stats.basic.cdr, playerCScript.playerStScript.stats.basic.ad, playerCScript.playerStScript.stats.basic.ap, playerCScript.playerStScript.stats.basic.weaponLvl); break; case PlayerControllerRTS.PlayerState.attackingQ: if (playerCScript.playerStScript.stats.q.weaponLvl < 1 && levelUpAbility) { playerCScript.playerStScript.stats.q.weaponLvl++; } networkView.RPC("UpgradeAbilityClient", uLink.RPCMode.Owner, PlayerControllerRTS.PlayerState.attackingQ, playerCScript.playerStScript.stats.q.cdr, playerCScript.playerStScript.stats.q.ad, playerCScript.playerStScript.stats.q.ap, playerCScript.playerStScript.stats.q.weaponLvl); break; case PlayerControllerRTS.PlayerState.attackingW: if (playerCScript.playerStScript.stats.w.weaponLvl < 1 && levelUpAbility) { playerCScript.playerStScript.stats.w.weaponLvl++; } networkView.RPC("UpgradeAbilityClient", uLink.RPCMode.Owner, PlayerControllerRTS.PlayerState.attackingW, playerCScript.playerStScript.stats.w.cdr, playerCScript.playerStScript.stats.w.ad, playerCScript.playerStScript.stats.w.ap, playerCScript.playerStScript.stats.w.weaponLvl); break; case PlayerControllerRTS.PlayerState.attackingE: if (playerCScript.playerStScript.stats.e.weaponLvl < 1 && levelUpAbility) { playerCScript.playerStScript.stats.e.weaponLvl++; } networkView.RPC("UpgradeAbilityClient", uLink.RPCMode.Owner, PlayerControllerRTS.PlayerState.attackingE, playerCScript.playerStScript.stats.e.cdr, playerCScript.playerStScript.stats.e.ad, playerCScript.playerStScript.stats.e.ap, playerCScript.playerStScript.stats.e.weaponLvl); break; case PlayerControllerRTS.PlayerState.attackingR: if (playerCScript.playerStScript.stats.r.weaponLvl < 1 && levelUpAbility) { playerCScript.playerStScript.stats.r.weaponLvl++; } networkView.RPC("UpgradeAbilityClient", uLink.RPCMode.Owner, PlayerControllerRTS.PlayerState.attackingR, playerCScript.playerStScript.stats.r.cdr, playerCScript.playerStScript.stats.r.ad, playerCScript.playerStScript.stats.r.ap, playerCScript.playerStScript.stats.r.weaponLvl); break; } }
//SEND A RPC TO LEVEL UP ANY ABILITY public void UpgradeAbility(PlayerControllerRTS.PlayerState type, bool levelUpAbility) { Debug.Log("UPGRADING ABILITY"); //networkView.RPC("UpgradeAbilityServer", uLink.RPCMode.Server, type, levelUpAbility); switch (type) { case PlayerControllerRTS.PlayerState.attackingBasic: if (playerCScript.playerStScript.stats.basic.weaponLvl < 1 && levelUpAbility) { playerCScript.playerStScript.stats.basic.weaponLvl++; playerCScript.playerStScript.stats.basic.cdrTStamp = Time.time; } //networkView.RPC("UpgradeAbilityClient", uLink.RPCMode.Owner, PlayerControllerRTS.PlayerState.attackingBasic, playerCScript.playerStScript.stats.basic.cdr, // playerCScript.playerStScript.stats.basic.ad, playerCScript.playerStScript.stats.basic.ap, playerCScript.playerStScript.stats.basic.weaponLvl); break; case PlayerControllerRTS.PlayerState.attackingQ: if (playerCScript.playerStScript.stats.q.weaponLvl < 1 && levelUpAbility) { playerCScript.playerStScript.stats.q.weaponLvl++; playerCScript.playerStScript.stats.q.cdrTStamp = Time.time; playerCScript.cdrUiQScript.active = true; } //networkView.RPC("UpgradeAbilityClient", uLink.RPCMode.Owner, PlayerControllerRTS.PlayerState.attackingQ, playerCScript.playerStScript.stats.q.cdr, // playerCScript.playerStScript.stats.q.ad, playerCScript.playerStScript.stats.q.ap, playerCScript.playerStScript.stats.q.weaponLvl); break; case PlayerControllerRTS.PlayerState.attackingW: if (playerCScript.playerStScript.stats.w.weaponLvl < 1 && levelUpAbility) { playerCScript.playerStScript.stats.w.weaponLvl++; playerCScript.playerStScript.stats.w.cdrTStamp = Time.time; playerCScript.cdrUiWScript.active = true; } //networkView.RPC("UpgradeAbilityClient", uLink.RPCMode.Owner, PlayerControllerRTS.PlayerState.attackingW, playerCScript.playerStScript.stats.w.cdr, //playerCScript.playerStScript.stats.w.ad, playerCScript.playerStScript.stats.w.ap, playerCScript.playerStScript.stats.w.weaponLvl); break; case PlayerControllerRTS.PlayerState.attackingE: if (playerCScript.playerStScript.stats.e.weaponLvl < 1 && levelUpAbility) { playerCScript.playerStScript.stats.e.weaponLvl++; playerCScript.playerStScript.stats.e.cdrTStamp = Time.time; playerCScript.cdrUiEScript.active = true; } //networkView.RPC("UpgradeAbilityClient", uLink.RPCMode.Owner, PlayerControllerRTS.PlayerState.attackingE, playerCScript.playerStScript.stats.e.cdr, //playerCScript.playerStScript.stats.e.ad, playerCScript.playerStScript.stats.e.ap, playerCScript.playerStScript.stats.e.weaponLvl); break; case PlayerControllerRTS.PlayerState.attackingR: if (playerCScript.playerStScript.stats.r.weaponLvl < 1 && levelUpAbility) { playerCScript.playerStScript.stats.r.weaponLvl++; playerCScript.playerStScript.stats.r.cdrTStamp = Time.time; playerCScript.cdrUiRScript.active = true; } //networkView.RPC("UpgradeAbilityClient", uLink.RPCMode.Owner, PlayerControllerRTS.PlayerState.attackingR, playerCScript.playerStScript.stats.r.cdr, //playerCScript.playerStScript.stats.r.ad, playerCScript.playerStScript.stats.r.ap, playerCScript.playerStScript.stats.r.weaponLvl); break; } }
private void UpgradeAbilityClient(PlayerControllerRTS.PlayerState type, float cdr, float dmgAd, float dmgAp, int sWeaponLevel) { switch (type) { case PlayerControllerRTS.PlayerState.attackingBasic: playerCScript.playerStScript.stats.basic.weaponLvl = sWeaponLevel; playerCScript.playerStScript.stats.basic.ad = dmgAd; playerCScript.playerStScript.stats.basic.ap = dmgAp; playerCScript.playerStScript.stats.basic.cdr = cdr; playerCScript.playerStScript.stats.basic.cdrTStamp = Time.time; break; case PlayerControllerRTS.PlayerState.attackingQ: playerCScript.playerStScript.stats.q.weaponLvl = sWeaponLevel; if (sWeaponLevel > 0) { playerCScript.cdrUiQScript.active = true; } playerCScript.playerStScript.stats.q.ad = dmgAd; playerCScript.playerStScript.stats.q.ap = dmgAp; playerCScript.playerStScript.stats.q.cdr = cdr; playerCScript.playerStScript.stats.q.cdrTStamp = Time.time; break; case PlayerControllerRTS.PlayerState.attackingW: playerCScript.playerStScript.stats.w.weaponLvl = sWeaponLevel; if (sWeaponLevel > 0) { playerCScript.cdrUiWScript.active = true; } playerCScript.playerStScript.stats.w.ad = dmgAd; playerCScript.playerStScript.stats.w.ap = dmgAp; playerCScript.playerStScript.stats.w.cdr = cdr; playerCScript.playerStScript.stats.w.cdrTStamp = Time.time; break; case PlayerControllerRTS.PlayerState.attackingE: playerCScript.playerStScript.stats.e.weaponLvl = sWeaponLevel; if (sWeaponLevel > 0) { playerCScript.cdrUiEScript.active = true; } playerCScript.playerStScript.stats.e.ad = dmgAd; playerCScript.playerStScript.stats.e.ap = dmgAp; playerCScript.playerStScript.stats.e.cdr = cdr; playerCScript.playerStScript.stats.e.cdrTStamp = Time.time; break; case PlayerControllerRTS.PlayerState.attackingR: playerCScript.playerStScript.stats.r.weaponLvl = sWeaponLevel; if (sWeaponLevel > 0) { playerCScript.cdrUiRScript.active = true; } playerCScript.playerStScript.stats.r.ad = dmgAd; playerCScript.playerStScript.stats.r.ap = dmgAp; playerCScript.playerStScript.stats.r.cdr = cdr; playerCScript.playerStScript.stats.r.cdrTStamp = Time.time; break; } }
//SEND A RPC TO LEVEL UP ANY ABILITY public void UpgradeAbility(PlayerControllerRTS.PlayerState type, bool levelUpAbility) { networkView.RPC("UpgradeAbilityServer", uLink.RPCMode.Server, type, levelUpAbility); }