public void WeaponLevelIndicator(WeaponLevel level) { switch (level) { case WeaponLevel.Single: this.indicatorSingle.SetActive(true); this.animatorSingle.SetBool("exit", false); this.indicatorDouble.SetActive(false); this.indicatorTripple.SetActive(false); this.animatorQuad.SetBool("exit", true); this.indicatorQuad.SetActive(false); break; case WeaponLevel.Dual: this.indicatorDouble.SetActive(true); this.animatorDouble.SetBool("exit", false); this.animatorSingle.SetBool("exit", true); break; case WeaponLevel.Tripple: this.indicatorTripple.SetActive(true); this.animatorTripple.SetBool("exit", false); this.animatorDouble.SetBool("exit", true); break; case WeaponLevel.Quad: this.indicatorQuad.SetActive(true); this.animatorQuad.SetBool("exit", false); this.animatorTripple.SetBool("exit", true); break; } }
// Use this for initialization void Start() { rb = this.GetComponent <Rigidbody2D>(); OrbitRange = 0.5f; MassProgressCounter = 0; WeaponProgressCounter = 0; weaponLevel = WeaponLevel.Single; if (projManager != null) { interpolationPeriodStore = projManager.interpolationPeriod; } }
public void UpdateWeaponLevel() { Handheld.Vibrate(); if (weaponLevel == WeaponLevel.Quad) { weaponLevel = WeaponLevel.Single; } else { weaponLevel++; } progressWeaponManager.WeaponLevelIndicator(WeaponLevel); }
private void LevelPlus(int pts) { level += 1; levelLimScore = (level * 9 - 4) * (level + 2); if (pts > levelLimScore) { LevelPlus(pts); } else if (pts <= levelLimScore) { uiController.SetLevel(this, level); } if (level >= 8 && weaponLevel == WeaponLevel.TANK) { weaponLevel = WeaponLevel.BULLETSHTORMERR; OnUpWeapon(); } }
public void CheckForLevelUp(GameObject cam) { if (currentExp >= currentLevel.expToNext) { level++; currentExp = 0; cam.SendMessage("SetLevelledName", name); cam.SendMessage("SetLevelledLevel", level); cam.SendMessage("SetLevelledTime", Time.time); } if (level == 1) { currentLevel = level1; } if (level == 2) { currentLevel = level2; } if (level == 3) { currentLevel = level3; } }
private IFireMethodWeapon fireMethod; //Determines the recharge pattern for the weapon (when it can fire) //Construction public Weapon(Textures.TextureName weaponTexture) : base(weaponTexture) { level = WeaponLevel.one; }
public void Awake() { currentLevel = level0; }
public bool Modify(int i) { bool ret = false; switch (i) { case 1: if (WeaponLevel == WeaponLevel.One) { WeaponLevel = WeaponLevel.Two; ret = true; } break; case 5: if (WeaponLevel == WeaponLevel.Two) { WeaponLevel = WeaponLevel.Three; ret = true; } break; case 9: if (WeaponLevel == WeaponLevel.Three) { WeaponLevel = WeaponLevel.Four; ret = true; } break; case 2: if (Shield.Level == ShieldEnum.None) { Shield.Level = ShieldEnum.One; ret = true; } break; case 6: if (Shield.Level == ShieldEnum.One) { Shield.Level = ShieldEnum.Two; ret = true; } break; case 10: if (Shield.Level == ShieldEnum.Two) { Shield.Level = ShieldEnum.Three; ret = true; } break; case 3: if (ProjectileLevel == ProjectileLevel.One) { ProjectileLevel = ProjectileLevel.Two; ret = true; } break; case 7: if (ProjectileLevel == ProjectileLevel.Two) { ProjectileLevel = ProjectileLevel.Three; ret = true; } break; case 11: if (ProjectileLevel == ProjectileLevel.Three) { ProjectileLevel = ProjectileLevel.Four; ret = true; } break; case 4: if (EngineLevel == EngineLevel.One) { EngineLevel = EngineLevel.Two; ret = true; } break; case 8: if (EngineLevel == EngineLevel.Two) { EngineLevel = EngineLevel.Three; ret = true; } break; case 12: if (!Rainbow) { Rainbow = true; ret = true; } break; } return ret; }
//Construction public Weapon(Textures.TextureName weaponTexture) : base(weaponTexture) { level = WeaponLevel.one; }
public void ResetWeaponLevel() { WeaponLevel.SetValue(1); }
public void UpgradeWeapon() { OnUgradeWeapon(GetCurrentUpgradingCostCurve()); WeaponLevel.AddValue(1); }