//--------------------------------------------------- // CheckRange() // Checks the incoming range to make sure it doesn't // overlap with the already loaded ranges. //--------------------------------------------------- private bool CheckRange(string strError, XpRewardRange rangeNew) { bool bOK = true; // min and max levels of new range int nMinNew = rangeNew.GetMinLevel(); int nMaxNew = rangeNew.GetMaxLevel(); // if the min is below 1 or greater than the max, something is wrong if (nMinNew < 1 || nMinNew > nMaxNew) { bOK = false; } // loop through all the existing ranges and see if the min or max of this new range fall between them for (int i = 0; i < listRanges.Count; ++i) { XpRewardRange range = listRanges[i]; if (range.IsInBetween(nMinNew) || range.IsInBetween(nMaxNew)) { bOK = false; } } if (!bOK) { Debug.LogError(strError + "Something going wrong in range data"); } return(bOK); }
//--------------------------------------------------- // GetRange() // Returns the range data for the incoming level. //--------------------------------------------------- private XpRewardRange GetRange(int nLevel) { // the correct range given the incoming level XpRewardRange rangeCorrect = null; // loop through and search for the correct range...yeah I could break out of it when it's found, but I always forget how/when break works for (int i = 0; i < listRanges.Count; ++i) { XpRewardRange range = listRanges[i]; if (range.IsInBetween(nLevel)) { rangeCorrect = range; } } if (rangeCorrect == null) { Debug.LogError("Attempted to get range data for " + GetID() + " for level " + nLevel + " but it did not exist..."); } return(rangeCorrect); }