Пример #1
0
    public void SetLevel(int lvl)
    {
        level = lvl;
        UpdateLevelText();
        switch (level)
        {
        case 2:
        case 3: {
            actor.SetMaxHealth2(120.0f);
        } break;

        case 4:
        case 5: {
            actor.SetMaxHealth2(120.0f);
            damage = 120.0f;
        } break;

        case 6:
        case 7: {
            actor.SetMaxHealth2(140.0f);
            damage = 120.0f;
        } break;

        case 8: {
            actor.SetMaxHealth2(140.0f);
            damage    = 120.0f;
            repFactor = 0.3f;
        } break;
        }
    }
Пример #2
0
    public void Upgrade()
    {
        source.PlayOneShot(upgradeSound, 1.0f);
        level++;
        UpdateLevelText();
        switch (turretType)
        {
        case Type.Gatling: {
            switch (level)
            {
            case 2: {
                if (isVampire)
                {
                    actor.SetMaxHealth2(78);
                }
                else
                {
                    actor.SetMaxHealth(78);
                }
                upgradeCost = 250;
            } break;

            case 3: {
                fireRate    = 3.6f;
                upgradeCost = 400;
            } break;

            case 4: {
                damage      = 3.75f;
                upgradeCost = 700;
            } break;

            case 5: {
                if (isVampire)
                {
                    actor.SetMaxHealth2(97.5f);
                }
                else
                {
                    actor.SetMaxHealth(97.5f);
                }
            } break;
            }
        } break;

        case Type.Gauss: {
            switch (level)
            {
            case 2: {
                if (isVampire)
                {
                    actor.SetMaxHealth2(96);
                }
                else
                {
                    actor.SetMaxHealth(96);
                }
                upgradeCost = 350;
            } break;

            case 3: {
                damage      = 12.5f;
                upgradeCost = 500;
            } break;

            case 4: {
                damage      = 15.0f;
                upgradeCost = 800;
            } break;

            case 5: {
                fireRate = 0.375f;
            } break;
            }
        } break;

        case Type.Laser: {
            switch (level)
            {
            case 2: {
                if (isVampire)
                {
                    actor.SetMaxHealth2(62.5f);
                }
                else
                {
                    actor.SetMaxHealth(62.5f);
                }
                upgradeCost = 450;
            } break;

            case 3: {
                fireRate    = 5.0f;
                upgradeCost = 600;
            } break;

            case 4: {
                damage      = 6.25f;
                upgradeCost = 900;
            } break;

            case 5: {
                fireRate = 6.0f;
            } break;
            }
        } break;
        }
        if (isSuperReload)
        {
            fireRate *= 1.5f;
        }
    }