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MiniLychConfig.cs
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MiniLychConfig.cs
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using Il2CppAssets.Scripts.Models.Bloons.Behaviors;
using Il2CppAssets.Scripts.Models.Bloons;
using System.Collections.Generic;
using BTD_Mod_Helper.Extensions;
using UnityEngine;
namespace BTD6Rogue;
public static class MiniLychConfig {
// General Stats
public static readonly float baseMaxHealth = 1000;
public static readonly float levelMaxHealthMultiplier = 2;
public static readonly float baseSpeed = 5;
public static readonly float levelSpeedAddition = 1f;
// Difficulty Multiplier
public static readonly Dictionary<string, float> difficultyMultipliers = new Dictionary<string, float>() {
["Poppable"] = 0.7f,
["Easy"] = 0.85f,
["Medium"] = 1f,
["Hard"] = 1.15f,
["Impoppable"] = 1.3f
};
// Time Trigger Model
public static readonly float baseTimeInterval = 10;
public static readonly float levelTimeIntervalAddition = -1;
// Drain Lives Model
public static readonly float baseDrainLives = 2;
public static readonly float levelDrainLives = 1;
public static void ApplyMiniLychSettings(BloonModel bloonModel, string difficulty, int level) {
float multiplier = difficultyMultipliers[difficulty];
bloonModel.maxHealth = (int)(baseMaxHealth * (levelMaxHealthMultiplier * level) * multiplier);
if (level == 0) { bloonModel.maxHealth = (int)(baseMaxHealth * multiplier); }
bloonModel.leakDamage = 99999f;
bloonModel.speed = (baseSpeed + levelSpeedAddition * level) * multiplier;
bloonModel.Speed = (baseSpeed + levelSpeedAddition * level) * multiplier;
foreach (TimeTriggerModel model in bloonModel.GetBehaviors<TimeTriggerModel>()) {
model.interval = (baseTimeInterval + levelTimeIntervalAddition * level) * multiplier;
}
foreach (DrainLivesActionModel model in bloonModel.GetBehaviors<DrainLivesActionModel>()) {
model.livesDrained = Mathf.FloorToInt((baseDrainLives + levelDrainLives * level) * multiplier);
}
}
}