public float GetUnitUpgrades(UnitType unit, BonusType sType) { BonusSubject mySubject = (BonusSubject)(-1); BonusType myType = sType; switch (unit) { case UnitType.Swordsman: mySubject = BonusSubject.Melee; break; case UnitType.Archer: mySubject = BonusSubject.Ranged; break; case UnitType.Mage: mySubject = BonusSubject.Special; break; } if (mySubject != (BonusSubject)(-1)) { return(GetBonus(mySubject, myType)); } else { return(1.0f); } }
public void SetTab(GameObject CurTab, GameObject TabButtons, BonusSubject curSub) { mCurrentTab.renderer.sortingOrder = 1; mCurrentTabButtons.SetActive(false); mCurrentTab = CurTab; mCurrentTabButtons = TabButtons; mCurrentTab.renderer.sortingOrder = 10; mCurrentTabButtons.SetActive(true); mStore.mCurBonusSubject = curSub; }
public float GetBonus(BonusSubject subject, BonusType bonus) { float bonusLevel = mBonusArray[(int)subject ,(int) bonus]; //spawn size needs to return a whole number if(bonus == BonusType.SpawnSize) return bonusLevel; //no bonuses purchases if(bonusLevel <= 0) return 1.0f; //max bonuses cap if(bonusLevel >= 5) return 2.0f; //each level represents 20% return 1 + bonusLevel * mBonusMagnitude; }
public float GetBonus(BonusSubject subject, BonusType bonus) { float bonusLevel = mBonusArray[(int)subject, (int)bonus]; //spawn size needs to return a whole number if (bonus == BonusType.SpawnSize) { return(bonusLevel); } //no bonuses purchases if (bonusLevel <= 0) { return(1.0f); } //max bonuses cap if (bonusLevel >= 5) { return(2.0f); } //each level represents 20% return(1 + bonusLevel * mBonusMagnitude); }
public void SetBonus(BonusSubject subject, BonusType bonus, int value) { mBonusArray[(int)subject, (int)bonus] = value; }
public void SetBonus(BonusSubject subject, BonusType bonus, int value) { mBonusArray[(int)subject ,(int) bonus] = value; }
public int GetOringalValue(BonusSubject sub, BonusType typ) { return(OriginalUpgrades[(int)sub, (int)typ]); }
public void SetUpgrade(BonusSubject curSub, BonusType curType, int curValue) { DynamicUpgrades[(int)curSub, (int)curType] = curValue; //mCurUpgrades.SetBonus(mCurBonusSubject, mCurBonusType, mCurQuantity); }
public int GetUpgrade(BonusSubject curSub, BonusType curType) { return(DynamicUpgrades[(int)curSub, (int)curType]); }
public void SetUpgrade(BonusSubject curSub, BonusType curType, int curValue ) { DynamicUpgrades[(int)curSub, (int)curType] = curValue; //mCurUpgrades.SetBonus(mCurBonusSubject, mCurBonusType, mCurQuantity); }
public int GetUpgrade(BonusSubject curSub, BonusType curType) { return DynamicUpgrades[(int)curSub, (int)curType]; }
public int GetOringalValue(BonusSubject sub, BonusType typ) { return OriginalUpgrades[(int)sub, (int)typ]; }