void SetEXValueByForce(int forceID, int targetPlayerID, int value) { ReputationData data = GetReputationData(forceID); ReputationCamp camp = data.GetReputationCamp(targetPlayerID); camp.exValue = Mathf.Clamp(value, 0, ReputationLevelValue[ReputationLevelValue.Length - 1]); camp.ResetState(); }
void SetReputationValueByForce(int forceID, int targetPlayerID, int value) { ReputationData data = GetReputationData(forceID); ReputationCamp camp = data.GetReputationCamp(targetPlayerID); camp.reputationValue = Mathf.Clamp(value, 0, ReputationLevelValue[ReputationLevelValue.Length - 1]); camp.ResetState(); if (null != onReputationChange) { onReputationChange(forceID, targetPlayerID); } }
/// <summary> /// Modifies the reputation value. /// </summary> void ChangeReputationValueByForce(int forceID, int targetPlayerID, int addValue, bool changeOther = false) { ReputationData data = GetReputationData(forceID); ReputationCamp camp = data.GetReputationCamp(targetPlayerID); SetReputationValueByForce(forceID, targetPlayerID, addValue + camp.reputationValue); if (data.active && changeOther && PeGameMgr.IsStory) { int otherChangeValue = (int)(addValue * ((addValue > 0) ? ChangeValueProportion : (1f / ChangeValueProportion))); List <int> playerIDList = data.GetReputationCampIDs(); for (int i = 0; i < playerIDList.Count; i++) { if (playerIDList[i] != targetPlayerID) { ReputationCamp otherCamp = data.GetReputationCamp(playerIDList[i]); SetReputationValueByForce(forceID, playerIDList[i], otherChangeValue + otherCamp.reputationValue); } } } }
public int GetExValue(int playerID, int targetPlayerID) { int forceID = ForceSetting.Instance.GetForceID(playerID); if (!m_ForceIDList.Contains(forceID)) { return(DefaultReputationValue); } ReputationData data = GetReputationData(forceID); return(data.GetReputationCamp(targetPlayerID).exValue); }
bool TryChangeBelligerencyStateByForce(int forceID, int targetPlayerID, bool state) { ReputationData data = GetReputationData(forceID); if (data.GetReputationCamp(targetPlayerID).belligerency == state) { return(false); } if (!state) { return(false); } SetReputationValueByForce(forceID, targetPlayerID, DefaultbelligerencyValue); return(true); }
/// <summary> /// Gets the belligerency. /// </summary> bool GetBelligerencyByForce(int forceID, int targetPlayerID) { ReputationData data = GetReputationData(forceID); return(data.GetReputationCamp(targetPlayerID).belligerency); }
/// <summary> /// Gets the reputation level. /// </summary> ReputationLevel GetReputationLevelByForce(int forceID, int targetPlayerID) { ReputationData data = GetReputationData(forceID); return(data.GetReputationCamp(targetPlayerID).level); }
/// <summary> /// Gets the level threshold. /// </summary> /// <returns>The abs level threshold.</returns> int GetLevelThresholdByForce(int forceID, int targetPlayerID) { ReputationData data = GetReputationData(forceID); return(GetLevelThreshold(data.GetReputationCamp(targetPlayerID).level)); }
/// <summary> /// Gets the reputation value. /// </summary> /// <returns>The abs reputation value.</returns> int GetReputationValueByForce(int forceID, int targetPlayerID) { ReputationData data = GetReputationData(forceID); return(data.GetReputationCamp(targetPlayerID).reputationValue); }