Пример #1
0
    public float _getSignalSize(unitStats s)
    {
        float size = 0.5f;


        float distance_bonus = 0f;

        if (s.toy_id.toy_type == ToyType.Temporary)
        {
            distance_bonus = StaticRune.GetDistanceBonus(s.name, islands[island_selected].transform.position, null);
        }
        if (s.toy_id.rune_type == RuneType.SensibleCity)
        {
            return(0.5f);
        }
        if (s != null)
        {
            size = StaticRune.time_bonus_aff(StaticStat.getBaseFactor(s.toy_id.rune_type, EffectType.Range, s.toy_id.toy_type == ToyType.Hero),
                                             EffectType.Range, s.toy_id.rune_type, s.toy_id.toy_type, distance_bonus) / 2f;
        }

        //   Debug.Log("Getting signal size for " + selected + " got " + size + "\n");

        return(size);
    }
Пример #2
0
    public string verify_toy_for_distance(string toy_name)
    {
        string return_me;

        if (Central.Instance.getToy(toy_name).required_building.Equals("") || StaticRune.GetDistanceBonus(toy_name, this.transform.position, null) > 0)
        {
            return_me = toy_name;
        }
        else
        {
            return_me = "TOOFAR";
        }
        //    Debug.Log("Checking distance for " + Central.Instance.getToy(toy_name).required_building  + " : " + toy_name + " -> " + return_me + "\n");
        return(return_me);
    }