public void Awake()
{
this.allAttributes = new List<List<LevelRate>>();
foreach (Category cat in Category.Values) {
List<LevelRate> tempList = new List<LevelRate>();
for (int j = 0; j < AttributePanelUI.MAX_NUMBER_OF_LEVELS; j++) {
LevelRate rate = new LevelRate(cat, j + 1, 3f);
if (j == 0) {
switch (cat.value) {
default: //Everything else
rate.rate = 1f;
break;
case 0: //Health
break;
case 2: //Attack Cooldown
rate.rate = 1.2f;
break;
}
}
else {
LevelRate previous = tempList[j - 1];
switch (cat.value) {
case 0: //Health
rate.rate = previous.rate * 2f;
break;
case 1: //Attack
rate.rate = previous.rate * 1.8f;
break;
case 2: //Attack cooldown
rate.rate = previous.rate;
break;
case 3: //Speed
rate.rate = previous.rate * 1.2f;
break;
case 4: //Split
rate.rate = previous.rate;
break;
case 5: //Merge
rate.rate = previous.rate * 2f;
break;
}
}
tempList.Add(rate);
}
this.allAttributes.Add(tempList);
}
}