示例#1
0
 public AbilityStatMultiplier GetAbilityStatMul(int ID)
 {
     tempABItem = null;
     for (int i = 0; i < abilityStatList.Count; i++)
     {
         if (abilityStatList[i].prefabID == ID)
         {
             tempABItem = abilityStatList[i]; break;
         }
     }
     return(tempABItem);
 }
示例#2
0
        //public static string PurchasePerk(Perk perk, bool useCurrency=true){ return instance._PurchasePerk(perk, useCurrency); }
        public string PurchasePerk(Perk perk, bool useCurrency = true, bool saving = true)
        {
            string text = perk.Purchase(this, useCurrency);

            if (text != "")
            {
                Debug.Log(text);
                return(text);
            }

            for (int i = 0; i < perkList.Count; i++)
            {
                Perk perkTemp = perkList[i];
                if (perkTemp.purchased > 0 || perkTemp.prereq.Count == 0)
                {
                    continue;
                }
                perkTemp.prereq.Remove(perk.ID);
            }

            TDS.PerkPurchased(perk);

            if (player.SaveUponChange())
            {
                Save();
            }

            if (perk.type == _PerkType.ModifyGeneralStats)
            {
                hitPointCap += perk.hitPointCap;
                energyCap   += perk.energyCap;

                hitPointRegen += perk.hitPointRegen;
                energyRegen   += perk.energyRegen;

                player.GainHitPoint(perk.hitPoint);
                player.GainEnergy(perk.energy);

                moveSpeedMul += perk.moveSpeedMul;

                damageMul  += perk.dmgMul;
                critMul    += perk.critChanceMul;
                critMulMul += perk.CritMultiplierMul;

                expGainMul      += perk.expGainMul;
                creditGainMul   += perk.creditGainMul;
                scoreGainMul    += perk.scoreGainMul;
                hitPointGainMul += perk.hitPointGainMul;
                energyGainMul   += perk.energyGainMul;
            }
            else if (perk.type == _PerkType.AddWeapon && perk.newWeaponID >= 0)
            {
                Weapon newWeapon = WeaponDB.GetPrefab(perk.newWeaponID);

                if (newWeapon != null)
                {
                    if (perk.replaceExisting)
                    {
                        player.AddWeapon(newWeapon, true);
                    }
                    else if (perk.replaceWeaponID >= 0)
                    {
                        int replaceIndex = -1;
                        for (int i = 0; i < player.weaponList.Count; i++)
                        {
                            if (perk.replaceWeaponID == player.weaponList[i].ID)
                            {
                                replaceIndex = i;
                                break;
                            }
                        }

                        if (replaceIndex >= 0)
                        {
                            player.SwitchWeapon(replaceIndex);
                            player.AddWeapon(newWeapon, true);
                        }
                        else
                        {
                            player.AddWeapon(newWeapon);
                        }
                    }
                    else
                    {
                        player.AddWeapon(newWeapon);
                    }
                }

                for (int i = 0; i < perkList.Count; i++)
                {
                    if (perkList[i].purchased > 0 && perkList[i].type == _PerkType.ModifyWeapon)
                    {
                        if (perkList[i].appliedToAllWeapon || perkList[i].weaponIDList.Contains(perk.newWeaponID))
                        {
                            if (perkList[i].weapEffectID >= 0)
                            {
                                player.ChangeWeaponEffect(perk.newWeaponID, perkList[i].weapEffectID);
                            }
                            if (perkList[i].weapAbilityID >= 0)
                            {
                                player.ChangeWeaponAbility(perk.newWeaponID, perkList[i].weapAbilityID);
                            }
                        }
                    }
                }
            }
            else if (perk.type == _PerkType.AddAbility && perk.newAbilityID >= 0)
            {
                AbilityManager.AddAbility(perk.newAbilityID, perk.replaceAbilityID);

                for (int i = 0; i < perkList.Count; i++)
                {
                    if (perkList[i].purchased > 0 && perkList[i].type == _PerkType.ModifyAbility)
                    {
                        if (perkList[i].appliedToAllAbility || perkList[i].abilityIDList.Contains(perk.newAbilityID))
                        {
                            if (perkList[i].abEffectID >= 0)
                            {
                                player.ChangeAbilityEffect(perk.newAbilityID, perkList[i].abEffectID);
                            }
                        }
                    }
                }
            }
            else if (perk.type == _PerkType.ModifyWeapon)
            {
                if (perk.appliedToAllWeapon)
                {
                    weapStatG.ModifyWithPerk(perk);
                    if (perk.weapEffectID >= 0)
                    {
                        player.ChangeAllWeaponEffect(perk.weapEffectID);
                    }
                    if (perk.weapAbilityID >= 0)
                    {
                        player.ChangeAllWeaponAbility(perk.weapAbilityID);
                    }
                }
                else
                {
                    for (int i = 0; i < perk.weaponIDList.Count; i++)
                    {
                        WeaponStatMultiplier item = GetWeaponStatMul(perk.weaponIDList[i]);

                        if (item == null)
                        {
                            item          = new WeaponStatMultiplier();
                            item.prefabID = perk.weaponIDList[i];
                            weapStatList.Add(item);
                        }

                        item.ModifyWithPerk(perk);

                        if (perk.weapEffectID >= 0)
                        {
                            player.ChangeWeaponEffect(perk.weaponIDList[i], perk.weapEffectID);
                        }
                        if (perk.weapAbilityID >= 0)
                        {
                            player.ChangeWeaponAbility(perk.weaponIDList[i], perk.weapAbilityID);
                        }
                    }
                }
            }
            else if (perk.type == _PerkType.ModifyAbility)
            {
                if (perk.appliedToAllAbility)
                {
                    abilityStatG.ModifyWithPerk(perk);
                    if (perk.weapEffectID >= 0)
                    {
                        player.ChangeAllAbilityEffect(perk.weapEffectID);
                    }
                }
                else
                {
                    for (int i = 0; i < perk.abilityIDList.Count; i++)
                    {
                        AbilityStatMultiplier item = GetAbilityStatMul(perk.abilityIDList[i]);

                        if (item == null)
                        {
                            item          = new AbilityStatMultiplier();
                            item.prefabID = perk.abilityIDList[i];
                            abilityStatList.Add(item);
                        }

                        item.ModifyWithPerk(perk);

                        if (perk.abEffectID >= 0)
                        {
                            player.ChangeAbilityEffect(perk.abilityIDList[i], perk.abEffectID);
                        }
                    }
                }
            }
            else if (perk.type == _PerkType.Custom)
            {
                GameObject obj = (GameObject)Instantiate(perk.customObject);
                obj.name                    = perk.name + "_CustomObject";
                obj.transform.parent        = transform;
                obj.transform.localPosition = Vector3.zero;
                obj.transform.localRotation = Quaternion.identity;
            }

            return("");
        }