示例#1
0
        public static int GetPerkAdjustedAccruedCurrency(BuildingTypeVO buildingVO, uint startTime, uint endTime, List <ActivatedPerkData> allPerks)
        {
            int   num  = 0;
            int   num2 = (int)(endTime - startTime);
            float num3 = ResourceGenerationPerkUtils.BaseCurrencyRate(buildingVO);

            if (allPerks != null && allPerks.Count > 0)
            {
                List <CurrencyPerkEffectDataTO> allCurrencyPerksEffectsActiveDuringTimeWindow = ResourceGenerationPerkUtils.GetAllCurrencyPerksEffectsActiveDuringTimeWindow(buildingVO.Currency, startTime, endTime, allPerks);
                allCurrencyPerksEffectsActiveDuringTimeWindow.Sort(new Comparison <CurrencyPerkEffectDataTO>(ResourceGenerationPerkUtils.StartTimeCompare));
                List <CurrencyPerkEffectDataTO> list = ResourceGenerationPerkUtils.CombineOverlappingPerkEffectsIntoFinalList(allCurrencyPerksEffectsActiveDuringTimeWindow, startTime, endTime);
                int count = list.Count;
                int num4  = 0;
                while (num4 < count && num2 > 0)
                {
                    CurrencyPerkEffectDataTO currencyPerkEffectDataTO = list[num4];
                    int num5 = currencyPerkEffectDataTO.Duration;
                    if (num5 > num2)
                    {
                        num5 = num2;
                    }
                    float num6 = (1f + currencyPerkEffectDataTO.RateBonus) * num3;
                    num  += Mathf.FloorToInt(num6 * (float)num5);
                    num2 -= num5;
                    num4++;
                }
            }
            if (num2 > 0)
            {
                num += Mathf.FloorToInt(num3 * (float)num2);
            }
            return(num);
        }
示例#2
0
        public static int GetPerkAdjustSecondsTillFull(BuildingTypeVO buildingVO, float remainingAmountTillFull, uint currentTime, List <ActivatedPerkData> allPerks)
        {
            int   num  = 0;
            float num2 = ResourceGenerationPerkUtils.BaseCurrencyRate(buildingVO);

            if (allPerks != null && allPerks.Count > 0)
            {
                List <CurrencyPerkEffectDataTO> allCurrencyPerksEffectsActiveDuringTimeWindow = ResourceGenerationPerkUtils.GetAllCurrencyPerksEffectsActiveDuringTimeWindow(buildingVO.Currency, currentTime, currentTime, allPerks);
                allCurrencyPerksEffectsActiveDuringTimeWindow.Sort(new Comparison <CurrencyPerkEffectDataTO>(ResourceGenerationPerkUtils.EndTimeCompare));
                List <CurrencyPerkEffectDataTO> list = ResourceGenerationPerkUtils.CombineOverlappingPerkEffectsIntoFinalList(allCurrencyPerksEffectsActiveDuringTimeWindow, currentTime, 4294967295u);
                int count = list.Count;
                int num3  = 0;
                while (num3 < count && remainingAmountTillFull > 0f)
                {
                    CurrencyPerkEffectDataTO currencyPerkEffectDataTO = list[num3];
                    int   num4 = currencyPerkEffectDataTO.Duration;
                    float num5 = (1f + currencyPerkEffectDataTO.RateBonus) * num2;
                    float num6 = num5 * (float)num4;
                    if (num6 > remainingAmountTillFull)
                    {
                        num6 = remainingAmountTillFull;
                        num4 = Mathf.FloorToInt(num6 / num5);
                    }
                    remainingAmountTillFull -= num6;
                    num += num4;
                    num3++;
                }
            }
            if (remainingAmountTillFull > 0f)
            {
                num += Mathf.FloorToInt(remainingAmountTillFull / num2);
            }
            return(num);
        }