private void SetSpell(UpgradeStats.Upgrade upgrade) { spellLevel = upgrade.level; Stats.Attack = upgrade.value; model.SetWeapon(upgrade.level); }
private void SetArmor(UpgradeStats.Upgrade upgrade) { armorLevel = upgrade.level; Stats.Defense = upgrade.value; var lostHP = MaxHP - CurrentHP; MaxHP = upgrade.value; CurrentHP = MaxHP - lostHP; currentModel.SetArmor(upgrade.level); }
private void SetMount(UpgradeStats.Upgrade upgrade) { Stats.Speed = upgrade.value; if (upgrade.level == 0) { SetModel(groundUnitModel); } else { SetModel(mountedUnitModel); mountedUnitModel.SetMountLevel(upgrade.level - 1); } SetEquipmentLevels(); }
private void SetShield(UpgradeStats.Upgrade upgrade) { shieldLevel = upgrade.level; Stats.Shield = upgrade.value; currentModel.SetShield(upgrade.level); }
private void SetWeapon(UpgradeStats.Upgrade upgrade) { weaponLevel = upgrade.level; Stats.Attack = upgrade.value; currentModel.SetWeapon(upgrade.level); }
private void SetRange(UpgradeStats.Upgrade upgrade) { rangeLevel = upgrade.level; Stats.Range = upgrade.value; currentModel.SetWeapon(upgrade.level); }
private void SetDamage(UpgradeStats.Upgrade upgrade) { damageLevel = upgrade.level; Stats.Attack = upgrade.value; currentModel.SetBack(upgrade.level); }