Пример #1
0
    private void LoadTooltipText()
    {
        switch (this.label)
        {
        //upgrades
        case "Health":
            _toolTipText.text = this.label + ": " + _rmc._hitTower.TowerHealth + "/" + _rmc._hitTower._maxHealth +              //stat label
                                ((_rmc._hitTower._healthLevel < _rmc._hitTower._maxUpgrades) ?                                  //check stat level
                                 " => " + (_rmc._hitTower._maxHealth + _rmc._hitTower.GetHealthUpgrade()) : "") + "\n" +        //display next value if below max
                                "Level: " + _rmc._hitTower._healthLevel +                                                       //level label
                                ((_rmc._hitTower._healthLevel < _rmc._hitTower._maxUpgrades) ?                                  //check stat level
                                 " => " + (_rmc._hitTower._healthLevel + 1) : "");                                              //display next value if below max
            break;

        case "Damage":
            _toolTipText.text = this.label + ": " + _rmc._hitTower.GetTowerDamage() +
                                ((_rmc._hitTower._damageLevel < _rmc._hitTower._maxUpgrades) ?
                                 " => " + (_rmc._hitTower.GetTowerDamage() + _rmc._hitTower.GetDamageUpgrade()) : "") + "\n" +
                                "Level: " + _rmc._hitTower._damageLevel +
                                ((_rmc._hitTower._damageLevel < _rmc._hitTower._maxUpgrades) ?
                                 " => " + (_rmc._hitTower._damageLevel + 1) : "");
            break;

        case "Firerate":
            _toolTipText.text = this.label + ": " + _rmc._hitTower.GetTowerFireRate(false) +
                                ((_rmc._hitTower._fireRateLevel < _rmc._hitTower._maxUpgrades) ?
                                 " => " + (_rmc._hitTower.GetTowerFireRate(false) - _rmc._hitTower.GetFirerateUpgrade()).ToString("F2") : "") + "\n" +
                                "Level: " + _rmc._hitTower._fireRateLevel +
                                ((_rmc._hitTower._fireRateLevel < _rmc._hitTower._maxUpgrades) ?
                                 " => " + (_rmc._hitTower._fireRateLevel + 1) : "");
            break;

        case "Range":
            _toolTipText.text = this.label + ": " + _rmc._hitTower.GetComponent <SphereCollider>().radius +
                                ((_rmc._hitTower._rangeLevel < _rmc._hitTower._maxUpgrades) ?
                                 " => " + (_rmc._hitTower.GetComponent <SphereCollider>().radius + _rmc._hitTower.GetRadiusUpgrade()) : "") + "\n" +
                                "Level: " + _rmc._hitTower._rangeLevel +
                                ((_rmc._hitTower._rangeLevel < _rmc._hitTower._maxUpgrades) ?
                                 " => " + (_rmc._hitTower._rangeLevel + 1) : "");
            break;

        //attack priorities
        case "First Enemy":
            _toolTipText.text = AttackChoiceUtils.GetDescription(AttackChoice.First);
            break;

        case "Last Enemy":
            _toolTipText.text = AttackChoiceUtils.GetDescription(AttackChoice.Last);
            break;

        case "Most Damage":
            _toolTipText.text = AttackChoiceUtils.GetDescription(AttackChoice.MostDamage);
            break;

        case "Least Damage":
            _toolTipText.text = AttackChoiceUtils.GetDescription(AttackChoice.LeastDamage);
            break;

        case "Most Health":
            _toolTipText.text = AttackChoiceUtils.GetDescription(AttackChoice.MostHealth);
            break;

        case "Least Health":
            _toolTipText.text = AttackChoiceUtils.GetDescription(AttackChoice.LeastHealth);
            break;

        //tower selections
        case "Burst Fire":
            _toolTipText.text = "3-round burst, high speed, low damage, mid firerate.";
            break;

        case "Single Fire":
            _toolTipText.text = "Single-shot, mid speed, high damage, mid firerate.";
            break;

        case "Spread Fire":
            _toolTipText.text = "Shotgun Spread, low speed, mid damage, low firerate";
            break;

        case "AOE Fire":
            _toolTipText.text = "Grenade exposion, low speed, mid damage, low firerate";
            break;

        case "Pulse Fire":
            _toolTipText.text = "Eletro-pulse effect, low speed, low damage, low firerate";
            break;

        case "Sell Tower Wheel Button":
            _toolTipText.text = "Refund: " + _rmc.CalculateSelectedTowerRefund() + "QE";
            break;

        default:
            break;
        }
    }