public void AfterTutosGift(string playerID) { AddSquadInInventory(Squad.CreateSquad(SquadPattern.GetSquadPattern("Servant", 1), playerID)); AddSquadInInventory(Squad.CreateSquad(SquadPattern.GetSquadPattern("Meca", 1), playerID)); AddSquadInInventory(Squad.CreateSquad(SquadPattern.GetSquadPattern("Archers", 1), playerID)); ServerManager.Instance.SavePlayerDatas(this); AddWorld(playerID, 0, WorldInfos.worldInfos[0].name, 0, false); GetWorld(0).AddLevel(playerID, 0, 0, true, true); }
public Squad(string playerID, string name, int level, string id = null) { this.name = name; this.level = level; if (SquadPattern.GetSquadPattern(name, level) == null) { Debug.LogWarning("[Squad] No such squad in memory"); } this.playerID = playerID; this.id = id == null?PlayerDatas.GetUniqueID(playerID) : id; }
public void UpgradeSquad() { SquadPattern squadPattern = SquadPattern.GetSquadPattern(name, level + 1); if (squadPattern != null) { level++; } else { Debug.LogError("[PlayeDatas] Can't upgrade, no such squad in Inventory"); } }
public void UpgradeSquad(Squad squadtoUpgrade) { SquadPattern squadPattern = SquadPattern.GetSquadPattern(squadtoUpgrade.name, squadtoUpgrade.level + 1); if (squadPattern != null) { squadtoUpgrade.level++; ServerManager.Instance.SaveSquad(squadtoUpgrade); } else { Debug.LogError("[PlayeDatas] Can't upgrade, no such squad in Inventory"); } }