public float GetEquipmentPercents(EquipmentEnums.AbilityId id) { var upgrade_times = PlayerData.GetEquipmentUpgrade(id); var data = EquipmentData.GetData(id); return(data.UpgradeValue * upgrade_times); }
public void GetProfit(EquipmentEnums.AbilityId id, out double profit_data, out int profit_unit) { var level = PlayerData.GetEquipmentUpgrade(id); var data = EquipmentData.GetData(id); profit_data = data.UpgradeValue * level; profit_unit = 0; Helper.FixUnit(ref profit_data, ref profit_unit); }
public EquipmentData GetData(EquipmentEnums.AbilityId id) { for (int i = 0; i < _EquipmentData.Length; i++) { if (_EquipmentData[i].AbilityId == id) { return(_EquipmentData[i]); } } return(null); }
public Sprite GetIcon(EquipmentEnums.AbilityId id) { for (int i = 0; i < _EquipmentIconProperties.Length; i++) { if (_EquipmentIconProperties[i].Id == id) { return(_EquipmentIconProperties[i].Icon); } } return(null); }
public Sprite GetIcon(EquipmentEnums.AbilityId id) { for (int i = 0; i < _Equipment.Length; i++) { if (_Equipment[i].id == id) { return(_Equipment[i].Texture); } } return(null); }
public void InitUpgradeItems(EquipmentEnums.AbilityId id) { equipment_id = id; level_upgrade = PlayerData.GetEquipmentUpgrade(id); var data = GameData.Instance.EquipmentData.GetData(equipment_id); upgrade_max_level = data.MaxLevel; profit_upgrade_value = data.UpgradeValue; price_upgrade = data.Price; price_unit_upgrade = data.PriceUnit; price_coefficient_per_buy = data.PriceCoefficient; upgrade_from_level = data.UpgradeFromLevel; currency_id = data.CurrencyId; }
public static int GetEquipmentUpgrade(EquipmentEnums.AbilityId id) { return(EquipmentUpgrade[(int)id]); }
public static void SaveEquipmentUpgrade(EquipmentEnums.AbilityId id, int level) { EquipmentUpgrade[(int)id] = level; SavePref(string.Format(KeyEquipmentUpgrade, ((int)id).ToString()), level); }