diff --git a/Assets/Scripts/Player/PlayerShooting.cs b/Assets/Scripts/Player/PlayerShooting.cs index 3bd9cf2fe3e7b491661b8dc14cd46610eee187fa..995a421a7cfdbe5887655b159e2a28d2c963dd8d 100644 --- a/Assets/Scripts/Player/PlayerShooting.cs +++ b/Assets/Scripts/Player/PlayerShooting.cs @@ -47,9 +47,8 @@ public class PlayerShooting : MonoBehaviour static public void upgrade() { - int multiplier = damagePerShot / baseDamagePerShot; - baseDamagePerShot = Mathf.RoundToInt(baseDamagePerShot * 1.3f); - damagePerShot = baseDamagePerShot * multiplier; + baseDamagePerShot = Mathf.RoundToInt(baseDamagePerShot * 1.05f); + damagePerShot = Mathf.RoundToInt(damagePerShot * 1.05f); } public void buffDamage(float damageMultiplier) diff --git a/Assets/Scripts/Player/PlayerShotgun.cs b/Assets/Scripts/Player/PlayerShotgun.cs index f9655768635208fd76a30e899d37be352836165e..b20558b6c1384e4035f4446f7239277a35eedfce 100644 --- a/Assets/Scripts/Player/PlayerShotgun.cs +++ b/Assets/Scripts/Player/PlayerShotgun.cs @@ -54,9 +54,8 @@ public class PlayerShotgun : MonoBehaviour static public void upgrade() { - int multiplier = damagePerShot / baseDamagePerShot; - baseDamagePerShot = Mathf.RoundToInt(baseDamagePerShot * 1.3f); - damagePerShot = baseDamagePerShot * multiplier; + baseDamagePerShot = Mathf.RoundToInt(baseDamagePerShot * 1.05f); + damagePerShot = Mathf.RoundToInt(damagePerShot * 1.05f); } public void buffDamage(float damageMultiplier) diff --git a/Assets/Scripts/Shop/ShopItem.cs b/Assets/Scripts/Shop/ShopItem.cs index dcb4b3fae6fec5e3f133a1ef0f5c0d2fc10c7cd3..6630391eff8c9318e3e35f24c990a3495af76e61 100644 --- a/Assets/Scripts/Shop/ShopItem.cs +++ b/Assets/Scripts/Shop/ShopItem.cs @@ -34,10 +34,10 @@ public class ShopItem : MonoBehaviour case ItemType.Weapon_Shotgun: return 100; case ItemType.Weapon_Sword: return 50; - case ItemType.Weapon_Default_Upgrade: return 125; - case ItemType.Weapon_Bow_Upgrade: return 350; - case ItemType.Weapon_Shotgun_Upgrade: return 225; - case ItemType.Weapon_Sword_Upgrade: return 200; + case ItemType.Weapon_Default_Upgrade: return 200; + case ItemType.Weapon_Bow_Upgrade: return 400; + case ItemType.Weapon_Shotgun_Upgrade: return 300; + case ItemType.Weapon_Sword_Upgrade: return 100; } } }