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using UnityEngine;
public class PerkHpModifyer : MonoBehaviour, ISaveLoad
{
public Equippable requiredPerk;
[BalancingParameter(BalancingParameter.EType.PercentageModifyer)]
public float hpMultiplyer;
public Hp hp;
[SerializeField]
private bool isUnit;
private bool executed;
public void OnBeforeMainLoadPass(string guid)
{
Execute(heal: false);
}
public void OnAfterMainLoadPass(string guid)
{
}
public void OnLoad(string guid)
{
}
public void OnSave(string guid)
{
}
private void Start()
{
Execute(heal: true);
}
private void Execute(bool heal)
{
if (executed)
{
return;
}
executed = true;
if (PerkManager.IsEquipped(requiredPerk))
{
if (!isUnit)
{
BuildSlot buildSlot = GetComponent<BuildSlot>();
if (!buildSlot)
{
buildSlot = GetComponentInParent<BuildSlot>();
}
if ((bool)buildSlot)
{
foreach (BuildSlot.Upgrade ownUpgrade in buildSlot.OwnUpgrades)
{
foreach (BuildSlot.UpgradeBranch upgradeBranch in ownUpgrade.upgradeBranches)
{
upgradeBranch.hpChange = Mathf.RoundToInt((float)upgradeBranch.hpChange * hpMultiplyer);
}
}
}
}
hp.maxHp *= hpMultiplyer;
if (heal)
{
hp.Heal(float.MaxValue);
}
}
Object.Destroy(this);
}
}
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