2 using System.Collections.Generic;
17 private float skillIncreasePerRepair;
21 get {
return skillIncreasePerRepair * GetCurrentSkillGainMultiplier(); }
22 set { skillIncreasePerRepair = value; }
25 private float skillIncreasePerSabotage;
29 get {
return skillIncreasePerSabotage * GetCurrentSkillGainMultiplier(); }
30 set { skillIncreasePerSabotage = value; }
33 private float skillIncreasePerCprRevive;
37 get {
return skillIncreasePerCprRevive * GetCurrentSkillGainMultiplier(); }
38 set { skillIncreasePerCprRevive = value; }
41 private float skillIncreasePerRepairedStructureDamage;
45 get {
return skillIncreasePerRepairedStructureDamage * GetCurrentSkillGainMultiplier(); }
46 set { skillIncreasePerRepairedStructureDamage = value; }
49 private float skillIncreasePerSecondWhenSteering;
53 get {
return skillIncreasePerSecondWhenSteering * GetCurrentSkillGainMultiplier(); }
54 set { skillIncreasePerSecondWhenSteering = value; }
57 private float skillIncreasePerFabricatorRequiredSkill;
61 get {
return skillIncreasePerFabricatorRequiredSkill * GetCurrentSkillGainMultiplier(); }
62 set { skillIncreasePerFabricatorRequiredSkill = value; }
65 private float skillIncreasePerHostileDamage;
69 get {
return skillIncreasePerHostileDamage * GetCurrentSkillGainMultiplier(); }
70 set { skillIncreasePerHostileDamage = value; }
73 private float skillIncreasePerSecondWhenOperatingTurret;
77 get {
return skillIncreasePerSecondWhenOperatingTurret * GetCurrentSkillGainMultiplier(); }
78 set { skillIncreasePerSecondWhenOperatingTurret = value; }
81 private float skillIncreasePerFriendlyHealed;
85 get {
return skillIncreasePerFriendlyHealed * GetCurrentSkillGainMultiplier(); }
86 set { skillIncreasePerFriendlyHealed = value; }
115 public string Name =>
"SkillSettings";
123 private float GetCurrentSkillGainMultiplier()
static GameSession?? GameSession
static Dictionary< Identifier, SerializableProperty > DeserializeProperties(object obj, XElement element=null)
float SkillIncreasePerHostileDamage
float SkillIncreasePerFabricatorRequiredSkill
float MaximumSkillWithTalents
float SkillIncreasePerSecondWhenOperatingTurret
Dictionary< Identifier, SerializableProperty > SerializableProperties
float SkillIncreasePerRepairedStructureDamage
float SkillIncreasePerRepair
float SkillIncreasePerFriendlyHealed
float SkillIncreasePerCprRevive
SkillSettings(XElement element, SkillSettingsFile file)
static SkillSettings Current
float SkillIncreasePerSecondWhenSteering
float SkillIncreasePerSabotage
float SkillIncreaseExponent
float AssistantSkillIncreaseMultiplier
static readonly PrefabSelector< SkillSettings > Prefabs
float SingleRoundSkillGainMultiplier