public void ChangeStats(float percent, List <SpellType> s_type, Researchables stat) { foreach (SpellType at in s_type) { ApplyStat(at, stat, percent); } }
void ApplyStat(BuildingTypes ai, Researchables stat, float percent) { var temp_stat = BuildingData.Empty(); switch (stat) { case Researchables.WHealth: var mod = Extensions.Extensions.PercentT(building_data[ai].Health, percent); temp_stat.Health += mod; building_data[ai] += temp_stat; break; case Researchables.WCost: temp_stat.OriginalCost += Extensions.Extensions.PercentT(building_data[ai].Cost, percent); building_data[ai] += temp_stat; break; case Researchables.WProduct: if (ai == BuildingTypes.EnergyConduit) { temp_stat.Production += (int)Extensions.Extensions.PercentT(building_data[ai].Production, percent); building_data[ai] += temp_stat; } break; } }
public void ChangeStats(float percent, List <Ai_Type> ai_types, Researchables stat) { foreach (Ai_Type at in ai_types) { ApplyStat(at, stat, percent); } }
public void ChangeStats(float percent, List <BuildingTypes> b_types, Researchables stat) { foreach (BuildingTypes at in b_types) { ApplyStat(at, stat, percent); } RefreshData(false); }
void ApplyStat(Ai_Type ai, Researchables stat, float percent) { var temp_stat = Stats.Empty(); switch (stat) { case Researchables.ZSpeed: var mod = Extensions.Extensions.PercentT(ai_stats[ai].Speed, percent); temp_stat.Speed += mod; ai_stats[ai] += temp_stat; break; case Researchables.ZHealth: temp_stat.Health += Extensions.Extensions.PercentT(ai_stats[ai].Health, percent); ai_stats[ai] += temp_stat; break; case Researchables.ZDamage: temp_stat.BaseDamage += (int)Extensions.Extensions.PercentT(ai_stats[ai].BaseDamage, percent); ai_stats[ai] += temp_stat; break; case Researchables.AiDamage: temp_stat.BaseDamage += Extensions.Extensions.PercentT(ai_stats[ai].BaseDamage, percent); ai_stats[ai] += temp_stat; break; case Researchables.AiHealth: temp_stat.Health += Extensions.Extensions.PercentT(ai_stats[ai].BaseDamage, percent); ai_stats[ai] += temp_stat; break; case Researchables.AiSpeed: temp_stat.Speed += Extensions.Extensions.PercentT(ai_stats[ai].BaseDamage, percent); ai_stats[ai] += temp_stat; break; } }
void ApplyStat(SpellType st, Researchables stat, float percent) { var temp_stat = Spell_Stats.Empty(); switch (stat) { case Researchables.SPower: var mod = Extensions.Extensions.PercentT(spell_data[st].Damage, percent); temp_stat.Damage += mod; spell_data[st] += temp_stat; break; case Researchables.SCost: temp_stat.Cost += Extensions.Extensions.PercentT(spell_data[st].Cost, percent); spell_data[st] -= temp_stat; break; case Researchables.SLength: temp_stat.Duration += (int)Extensions.Extensions.PercentT(spell_data[st].Duration, percent); spell_data[st] += temp_stat; break; } }