private void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "Player") { Upgradeable player = other.GetComponent <Upgradeable>(); switch (effect) { case effects.mainGunUpgrade: player.MainGunUpgrade(); break; case effects.auxillaryGunUprade: player.AuxillaryGunUpgrade(); break; case effects.barrageUpgrade: player.BarrageUpgrade(); break; case effects.heal: player.Heal(); break; default: break; } Destroy(gameObject); } }
private void Start() { spawnMaster = GetComponent <SpawnerMaster>(); spawnMaster.OnWaveEnd += OnWaveEnd; spawnMaster.OnWaveStart += OnWaveStart; unit = GameObject.FindGameObjectWithTag("Player").GetComponent <Upgradeable>(); }
public void Subscribe(Upgradeable upgradeable) { clients.Add(upgradeable); foreach (var record in records) { upgradeable.RecordAdded(record); } }
public static bool SkillExpPatch_SkillData2(ref Upgradeable __instance, int count) { if (__instance is SkillData) { if (__instance.Level > 9 && __instance.MaxLevel < skillMaxLevel.Value) { __instance.MaxLevel = skillMaxLevel.Value; } } return(true); }
// Start is called before the first frame update void Start() { if (GameOverScreen) { return; } _playerAttack = FindObjectOfType <PlayerAttack>(); _upgradeable = Upgradeable.GetComponent <Upgradeable>(); // SpriteImage.sprite = _upgradeable.GetSprite(); _playerWallet = Player.GetComponent <PlayerWallet>(); _fadeToBlack = GameObject.FindGameObjectWithTag("FadeToBlack").GetComponent <Animator>(); }
public void btn_continue() { Upgradeable unit = GameObject.FindGameObjectWithTag("Player").GetComponent <Upgradeable>(); // PlayerPrefs.SetFloat(Utility.key_PlayerHealth, unit.GetPlayerHealth()); PlayerPrefs.SetInt(Utility.key_MainGunlevel, unit.GetMainGunCurrentLevel()); PlayerPrefs.SetInt(Utility.key_AuxillaryGunLevel, unit.GetAuxillaryGunCurrentLevel()); PlayerPrefs.SetInt(Utility.key_Barragelevel, unit.GetBarrageCurrentLevel()); PlayerPrefs.SetInt(Utility.key_CurrentLevel, PlayerPrefs.GetInt(Utility.key_CurrentLevel, 1) + 1); PlayerPrefs.SetInt(Utility.key_RetryCount, 0); PlayerPrefs.Save(); SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1); }
public static bool ExpPatch2(ref Upgradeable __instance, ref int count) { if (__instance.GetType() == typeof(Character)) { Character c = __instance as Character; if (fixNpcExpWaste.Value && c.SkillTree.CurrentSkillTree == null) { // 没有修炼秘籍,加回全部经验 count = (int)(count / (1.0f - Game.PlayData.SkillExpDistributionRate)); } cacheCharacterLevel = c.Level; } return(true); // 继续执行提升等级 }
public SendShipUpgradeableTask(Ship ship, Upgradeable destination, int amount) { var destination_levels = Definitions.UpgrDef.Items.Item.First(n => n.DefId == destination.DefId).Levels .Level.FirstOrDefault(n => n.Id == destination.Level); this.Time = (uint)TimeUtils.GetEpochTime(); this.CustomObjects.Add("inst_id", ship.InstId); this.CustomObjects.Add("dest_id", destination.DefId); this.CustomObjects.Add("dest_amount", destination_levels.Amount); this.CustomObjects.Add( "dest_material_koef", destination_levels.MaterialKoef != 0 ? destination_levels.MaterialKoef : 1); this.CustomObjects.Add("dest_sailors", destination_levels.Sailors); this.CustomObjects.Add("amount", amount == 0 ? ship.Capacity() : amount); this.CustomObjects.Add("player_level", Core.GlobalData.Level); }
public void BeforeTest() { UnitTestUtils.LoadOfflineData(); mTestModel = new ViewModel(); UpgradeData testUpgradeData = new UpgradeData(); testUpgradeData.MaxLevel = 50; testUpgradeData.PropertyName = "Level"; testUpgradeData.ResourcesToUpgrade = new Dictionary <string, int>() { { "Gold", 1000 } }; mUpgrade = new Upgradeable(); mUpgrade.SetPropertyToUpgrade(mTestModel, testUpgradeData); }
public static void ExpPatch3(ref Upgradeable __instance, ref int count) { if (__instance.GetType() == typeof(Character)) { Character c = __instance as Character; if (c.Level != cacheCharacterLevel && (fixInTeamExp.Value || !Game.Teammates.Contains(c.Id))) { // 队伍没有,或者在队成长开启 int num3 = c.Level - cacheCharacterLevel; NpcGrowingItem npcGrowingItem = Game.Data.Get <NpcGrowingItem>(c.Id); if (npcGrowingItem != null) { int num4 = (Game.PlayData.Difficulty == GameDifficulty.Master) ? 2 : 1; foreach (KeyValuePair <CharacterProperty, int> keyValuePair in npcGrowingItem.Property) { if (keyValuePair.Value > 0) { c.AddProperty(keyValuePair.Key, keyValuePair.Value * num3 * num4, false); } } } } } }
public void Unsubscribe(Upgradeable upgradeable) { clients.Remove(upgradeable); }