private void ResetTree(SkillUpgradeTreeSlot treeSlot) { treeSlot.CurrentSkill.ResetSkill(); for (int i = 0; i < treeSlot.Upgrades.Count; i++) { treeSlot.Upgrades[i].Reset(); } }
void UpdateTree(SkillUpgradeTreeSlot treeSlot, Hero hero, int index) { float discountSkill = 1 - DarkestDungeonManager.Campaign.Estate.Guild.Discount; var skillTree = DarkestDungeonManager.Data.UpgradeTrees[hero.ClassStringId + "." + hero.HeroClass.CombatSkills[index].Id]; treeSlot.currentSkill.UpdatePurchaseSlot(hero, skillTree, skillTree.Upgrades[0] as HeroUpgrade, index); int lastWepIndex = -1; for (int i = 0; i < treeSlot.upgrades.Count; i++) { var status = DarkestDungeonManager.Campaign.Estate.GetUpgradeStatus(skillTree.Id, hero, treeSlot.upgrades[i].Upgrade); TownManager.UpdateUpgradeSlot(status, treeSlot.upgrades[i], discountSkill); if (status == UpgradeStatus.Purchased) lastWepIndex = i; } treeSlot.UpdateConnector(lastWepIndex); }
void ResetTree(SkillUpgradeTreeSlot treeSlot) { treeSlot.currentSkill.ResetSkill(); for (int i = 0; i < treeSlot.upgrades.Count; i++) treeSlot.upgrades[i].Reset(); }