Пример #1
0
    public float GetFixChance(Vector2 target)
    {
        DisasterTypes type = TileManager.Instance.GetTileDisasterType(target);

        int level = SkillStorage.GetLevel(unitNumber, SkillStorage.StatFromDisaster(type));

        if (Input.GetKey(KeyCode.F))
        {
            return(1000f);
        }
        return(BASE_FIX_CHANCE + ((float)level * 2 / 100f) + ((float)remainingActions * 2 / 100f));
    }
Пример #2
0
    // Update is called once per frame
    void Update()
    {
        int level = SkillStorage.GetLevel(characterID, stat);

        progress.value = level;
    }