Files
The_Tower/Assets/Scripts/UpgradeManager.cs
T
2026-05-27 00:04:52 +02:00

623 lines
24 KiB
C#

using System;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class UpgradeManager : MonoBehaviour
{
enum FreeUpgradeType
{
KillBonus,
HitBonus
}
struct CardDefinition
{
public UpgradeCard.UpgradeType type;
public string title;
public string description;
public string rarity;
public int maxStacks;
public int baseCost;
}
struct UpgradeOffer
{
public UpgradeCard.UpgradeType paidType;
public FreeUpgradeType freeType;
public bool isFree;
public string title;
public string description;
public string footer;
public string rarity;
}
public Tower tower;
public int bits = 5;
public TextMeshProUGUI bitsText;
readonly Dictionary<UpgradeCard.UpgradeType, int> upgradeLevels = new Dictionary<UpgradeCard.UpgradeType, int>();
readonly Dictionary<UpgradeCard.UpgradeType, int> upgradeCosts = new Dictionary<UpgradeCard.UpgradeType, int>();
GameObject choiceOverlay;
Action currentChoiceComplete;
int bonusBitsPerKill;
float hitBitChance;
static readonly CardDefinition[] CannonCards =
{
Card(UpgradeCard.UpgradeType.ReinforcedPowder, "REINFORCED POWDER", "Shell Damage +15%.", "Common", 8, 3),
Card(UpgradeCard.UpgradeType.ExpandedPayload, "EXPANDED PAYLOAD", "Blast Radius +12%.", "Common", 6, 3),
Card(UpgradeCard.UpgradeType.AutoLoader, "AUTO-LOADER", "Reload Speed +10%.", "Common", 8, 3),
Card(UpgradeCard.UpgradeType.HeavyCaliber, "HEAVY CALIBER", "Shells gain +25% damage but Reload Speed -8%.", "Uncommon", 5, 5),
Card(UpgradeCard.UpgradeType.ShockwaveShells, "SHOCKWAVE SHELLS", "Explosion knockback increased slightly.", "Uncommon", 4, 5),
Card(UpgradeCard.UpgradeType.ShrapnelRounds, "SHRAPNEL ROUNDS", "Explosion edges deal shrapnel damage equal to 35% shell damage.", "Rare", 5, 7),
Card(UpgradeCard.UpgradeType.FragmentBurst, "FRAGMENT BURST", "Explosions release 3 metal fragments.", "Rare", 3, 7),
Card(UpgradeCard.UpgradeType.BurningDebris, "BURNING DEBRIS", "Explosions leave burning ground for 2 seconds.", "Rare", 4, 7),
Card(UpgradeCard.UpgradeType.ConcussiveImpact, "CONCUSSIVE IMPACT", "Explosion hits slow enemies by 20% for 1 second.", "Rare", 3, 7),
Card(UpgradeCard.UpgradeType.CraterMaker, "CRATER MAKER", "Direct hits create a lingering slowing crater.", "Epic", 2, 10),
Card(UpgradeCard.UpgradeType.ChainDetonation, "CHAIN DETONATION", "Enemies killed by explosions detonate for 20% shell damage.", "Epic", 3, 10),
Card(UpgradeCard.UpgradeType.SiegeShells, "SIEGE SHELLS", "Every 5th shot fires a massive shell. Stacks reduce required shots.", "Epic", 3, 10),
Card(UpgradeCard.UpgradeType.ArmorPiercingCore, "ARMOR-PIERCING CORE", "Direct-hit damage pierces defenses, increasing direct damage.", "Rare", 4, 7),
Card(UpgradeCard.UpgradeType.DoubleCharge, "DOUBLE CHARGE", "Every reload has a 20% chance to instantly load a second shell.", "Rare", 3, 7),
Card(UpgradeCard.UpgradeType.SiegePlatform, "SIEGE PLATFORM", "Stable firing increases damage by 35%.", "Epic", 2, 10),
Card(UpgradeCard.UpgradeType.ExecutionShell, "EXECUTION SHELL", "Shells deal bonus damage to enemies above 80% health.", "Uncommon", 4, 5),
Card(UpgradeCard.UpgradeType.FinisherPayload, "FINISHER PAYLOAD", "Shells deal bonus damage to enemies below 30% health.", "Uncommon", 4, 5),
Card(UpgradeCard.UpgradeType.StabilizedBarrel, "STABILIZED BARREL", "Projectile speed +30%.", "Common", 4, 3),
Card(UpgradeCard.UpgradeType.SmartTargeting, "SMART TARGETING", "Prioritizes enemies near the center tower.", "Rare", 1, 7),
Card(UpgradeCard.UpgradeType.RangefinderOptics, "RANGEFINDER OPTICS", "Tower range +18%.", "Common", 5, 3),
Card(UpgradeCard.UpgradeType.DelayedFuse, "DELAYED FUSE", "Shells explode slightly later for deeper penetration and radius.", "Rare", 2, 7),
Card(UpgradeCard.UpgradeType.OverloadedChamber, "OVERLOADED CHAMBER", "Damage +40%, Reload Speed -15%.", "Rare", 3, 7),
Card(UpgradeCard.UpgradeType.VolatileMunitions, "VOLATILE MUNITIONS", "Critical kills create secondary explosions.", "Epic", 2, 10),
Card(UpgradeCard.UpgradeType.GlassCannonDesign, "GLASS CANNON DESIGN", "Massive damage, but pauses after every 10 shots to cool down.", "Legendary", 1, 14),
Card(UpgradeCard.UpgradeType.ApocalypseRound, "APOCALYPSE ROUND", "Every 20th shot fires an enormous extreme-damage shell.", "Legendary", 1, 14),
};
void Start()
{
InitializeUpgrades();
EnsureBitsText();
UpdateBitsText();
}
public void EnemyKilled()
{
bits += 1 + bonusBitsPerKill;
UpdateBitsText();
}
public void EnemyHitByBullet()
{
if (hitBitChance <= 0f)
return;
if (UnityEngine.Random.value <= hitBitChance)
{
bits++;
UpdateBitsText();
}
}
public void ShowWaveUpgradeChoice(Action onChoiceComplete)
{
if (choiceOverlay != null)
return;
InitializeUpgrades();
EnsureBitsText();
currentChoiceComplete = onChoiceComplete;
List<UpgradeOffer> offers = BuildOffers();
if (offers.Count == 0)
{
CompleteChoice();
return;
}
Time.timeScale = 0f;
choiceOverlay = CreateOverlay(offers[0].isFree);
RectTransform row = CreateRect("UpgradeChoices", choiceOverlay.transform);
row.anchorMin = new Vector2(0.5f, 0.5f);
row.anchorMax = new Vector2(0.5f, 0.5f);
row.pivot = new Vector2(0.5f, 0.5f);
row.anchoredPosition = new Vector2(0f, -12f);
row.sizeDelta = new Vector2(700f, 212f);
HorizontalLayoutGroup layout = row.gameObject.AddComponent<HorizontalLayoutGroup>();
layout.spacing = 16f;
layout.childAlignment = TextAnchor.MiddleCenter;
layout.childControlWidth = true;
layout.childControlHeight = true;
layout.childForceExpandWidth = false;
layout.childForceExpandHeight = false;
foreach (UpgradeOffer offer in offers)
CreateChoiceCard(offer, row);
}
public void ShowSpecialUpgradeChoice()
{
ShowWaveUpgradeChoice(null);
}
public void TryUpgrade(UpgradeCard.UpgradeType type)
{
if (!upgradeCosts.ContainsKey(type) || bits < upgradeCosts[type] || IsAtMaxStacks(type))
return;
BuyPaidUpgrade(type);
}
void InitializeUpgrades()
{
foreach (CardDefinition card in CannonCards)
{
if (!upgradeLevels.ContainsKey(card.type))
upgradeLevels[card.type] = 0;
if (!upgradeCosts.ContainsKey(card.type))
upgradeCosts[card.type] = card.baseCost;
}
}
List<UpgradeOffer> BuildOffers()
{
List<UpgradeOffer> paidOffers = new List<UpgradeOffer>();
foreach (CardDefinition card in CannonCards)
{
int cost = upgradeCosts[card.type];
if (bits < cost || IsAtMaxStacks(card.type))
continue;
int nextLevel = upgradeLevels[card.type] + 1;
paidOffers.Add(new UpgradeOffer
{
paidType = card.type,
isFree = false,
title = card.maxStacks == 1 ? card.title : $"{card.title} {ToRoman(nextLevel)}",
description = card.description,
footer = $"Cost: {cost} Bits",
rarity = card.rarity
});
}
if (paidOffers.Count > 0)
return PickRandomWeighted(paidOffers, 3);
return new List<UpgradeOffer>
{
new UpgradeOffer
{
freeType = FreeUpgradeType.KillBonus,
isFree = true,
title = $"SALVAGE BONUS {ToRoman(bonusBitsPerKill + 1)}",
description = "Enemies killed give +1 extra bit from now on.",
footer = "Free",
rarity = "Supply"
},
new UpgradeOffer
{
freeType = FreeUpgradeType.HitBonus,
isFree = true,
title = $"SCRAP ROUNDS {ToRoman(Mathf.RoundToInt(hitBitChance / 0.4f) + 1)}",
description = "Bullet hits gain a +40% chance to give 1 bit.",
footer = "Free",
rarity = "Supply"
}
};
}
static List<UpgradeOffer> PickRandomWeighted(List<UpgradeOffer> source, int count)
{
List<UpgradeOffer> pool = new List<UpgradeOffer>(source);
List<UpgradeOffer> result = new List<UpgradeOffer>();
while (pool.Count > 0 && result.Count < count)
{
float totalWeight = 0f;
foreach (UpgradeOffer offer in pool)
totalWeight += GetRarityWeight(offer.rarity);
float roll = UnityEngine.Random.value * totalWeight;
int pickedIndex = 0;
for (int i = 0; i < pool.Count; i++)
{
roll -= GetRarityWeight(pool[i].rarity);
if (roll <= 0f)
{
pickedIndex = i;
break;
}
}
result.Add(pool[pickedIndex]);
pool.RemoveAt(pickedIndex);
}
return result;
}
static float GetRarityWeight(string rarity)
{
switch (rarity)
{
case "Common": return 10f;
case "Uncommon": return 6f;
case "Rare": return 3.5f;
case "Epic": return 1.5f;
case "Legendary": return 0.55f;
default: return 1f;
}
}
void CreateChoiceCard(UpgradeOffer offer, Transform parent)
{
GameObject cardObject = new GameObject(offer.title + "Card", typeof(RectTransform), typeof(CanvasRenderer), typeof(Image), typeof(Button));
RectTransform cardRect = cardObject.GetComponent<RectTransform>();
cardRect.SetParent(parent, false);
LayoutElement layout = cardObject.AddComponent<LayoutElement>();
layout.preferredWidth = 212f;
layout.preferredHeight = 198f;
layout.minWidth = layout.preferredWidth;
layout.minHeight = layout.preferredHeight;
Image image = cardObject.GetComponent<Image>();
image.color = offer.isFree ? new Color(0.11f, 0.17f, 0.13f, 0.98f) : GetRarityColor(offer.rarity);
Button button = cardObject.GetComponent<Button>();
ColorBlock colors = button.colors;
colors.normalColor = image.color;
colors.highlightedColor = image.color + new Color(0.04f, 0.05f, 0.06f, 0f);
colors.pressedColor = new Color(0.06f, 0.28f, 0.36f, 1f);
colors.selectedColor = colors.highlightedColor;
colors.disabledColor = new Color(0.08f, 0.08f, 0.09f, 0.78f);
colors.colorMultiplier = 1f;
button.colors = colors;
button.onClick.AddListener(() => SelectOffer(offer));
TextMeshProUGUI rarity = CreateText("Rarity", cardRect, offer.rarity.ToUpperInvariant(), 11f, FontStyles.Bold, TextAlignmentOptions.Center);
TextMeshProUGUI title = CreateText("Title", cardRect, offer.title, 16f, FontStyles.Bold, TextAlignmentOptions.Center);
TextMeshProUGUI description = CreateText("Description", cardRect, offer.description, 12f, FontStyles.Normal, TextAlignmentOptions.TopLeft);
TextMeshProUGUI footer = CreateText("Footer", cardRect, offer.footer, 14f, FontStyles.Bold, TextAlignmentOptions.Center);
footer.color = offer.isFree ? new Color(0.56f, 0.95f, 0.58f, 1f) : new Color(0.98f, 0.87f, 0.32f, 1f);
PlaceCardText(rarity.rectTransform, 12f, -8f, -12f, 18f, true);
PlaceCardText(title.rectTransform, 12f, -30f, -12f, 46f, true);
PlaceCardText(description.rectTransform, 16f, -82f, -16f, 72f, true);
PlaceCardText(footer.rectTransform, 12f, 12f, -12f, 28f, false);
}
static Color GetRarityColor(string rarity)
{
switch (rarity)
{
case "Common": return new Color(0.1f, 0.12f, 0.14f, 0.98f);
case "Uncommon": return new Color(0.09f, 0.16f, 0.12f, 0.98f);
case "Rare": return new Color(0.08f, 0.13f, 0.2f, 0.98f);
case "Epic": return new Color(0.15f, 0.1f, 0.19f, 0.98f);
case "Legendary": return new Color(0.2f, 0.15f, 0.07f, 0.98f);
default: return new Color(0.1f, 0.11f, 0.14f, 0.98f);
}
}
void SelectOffer(UpgradeOffer offer)
{
if (offer.isFree)
ApplyFreeUpgrade(offer.freeType);
else
BuyPaidUpgrade(offer.paidType);
CompleteChoice();
}
void BuyPaidUpgrade(UpgradeCard.UpgradeType type)
{
int cost = upgradeCosts[type];
if (bits < cost || IsAtMaxStacks(type))
return;
bits -= cost;
upgradeLevels[type]++;
upgradeCosts[type] += Mathf.Max(1, Mathf.RoundToInt(cost * 0.45f));
ApplyTowerUpgrade(type);
UpdateBitsText();
}
void ApplyTowerUpgrade(UpgradeCard.UpgradeType type)
{
if (tower == null)
tower = FindAnyObjectByType<Tower>();
if (tower == null)
return;
switch (type)
{
case UpgradeCard.UpgradeType.ReinforcedPowder:
tower.shellDamageMultiplier *= 1.15f;
break;
case UpgradeCard.UpgradeType.ExpandedPayload:
tower.splashRadius *= 1.12f;
break;
case UpgradeCard.UpgradeType.AutoLoader:
tower.fireRate *= 0.9f;
break;
case UpgradeCard.UpgradeType.HeavyCaliber:
tower.shellDamageMultiplier *= 1.25f;
tower.fireRate *= 1.08f;
break;
case UpgradeCard.UpgradeType.ShockwaveShells:
tower.explosionKnockback += 0.12f;
break;
case UpgradeCard.UpgradeType.ShrapnelRounds:
tower.shrapnelEdgeDamageMultiplier += 0.35f;
break;
case UpgradeCard.UpgradeType.FragmentBurst:
tower.fragmentCount += 3;
break;
case UpgradeCard.UpgradeType.BurningDebris:
tower.burningGroundDuration += 2f;
break;
case UpgradeCard.UpgradeType.ConcussiveImpact:
tower.concussiveSlowMultiplier = Mathf.Min(tower.concussiveSlowMultiplier, Mathf.Max(0.35f, 0.8f - 0.06f * upgradeLevels[type]));
tower.concussiveSlowDuration += 1f;
break;
case UpgradeCard.UpgradeType.CraterMaker:
tower.craterDuration += 2.5f;
tower.craterSlowMultiplier = Mathf.Min(tower.craterSlowMultiplier, 0.7f);
break;
case UpgradeCard.UpgradeType.ChainDetonation:
tower.chainDetonationMultiplier += 0.2f;
break;
case UpgradeCard.UpgradeType.SiegeShells:
tower.siegeShellStacks++;
break;
case UpgradeCard.UpgradeType.ArmorPiercingCore:
tower.directHitDamageMultiplier *= 1.25f;
break;
case UpgradeCard.UpgradeType.DoubleCharge:
tower.doubleChargeChance += 0.2f;
break;
case UpgradeCard.UpgradeType.SiegePlatform:
tower.siegePlatformStacks++;
break;
case UpgradeCard.UpgradeType.ExecutionShell:
tower.executionDamageMultiplier += 0.25f;
break;
case UpgradeCard.UpgradeType.FinisherPayload:
tower.finisherDamageMultiplier += 0.25f;
break;
case UpgradeCard.UpgradeType.StabilizedBarrel:
tower.projectileSpeedMultiplier *= 1.3f;
break;
case UpgradeCard.UpgradeType.SmartTargeting:
tower.smartTargeting = true;
break;
case UpgradeCard.UpgradeType.RangefinderOptics:
tower.attackRange *= 1.18f;
break;
case UpgradeCard.UpgradeType.DelayedFuse:
tower.delayedFuseSeconds += 0.08f;
tower.delayedFuseRadiusMultiplier *= 1.16f;
break;
case UpgradeCard.UpgradeType.OverloadedChamber:
tower.shellDamageMultiplier *= 1.4f;
tower.fireRate *= 1.15f;
break;
case UpgradeCard.UpgradeType.VolatileMunitions:
tower.volatileSecondaryExplosionMultiplier += 0.35f;
break;
case UpgradeCard.UpgradeType.GlassCannonDesign:
tower.glassCannonDesign = true;
tower.shellDamageMultiplier *= 2.25f;
break;
case UpgradeCard.UpgradeType.ApocalypseRound:
tower.apocalypseRound = true;
break;
}
}
void ApplyFreeUpgrade(FreeUpgradeType type)
{
switch (type)
{
case FreeUpgradeType.KillBonus:
bonusBitsPerKill++;
break;
case FreeUpgradeType.HitBonus:
hitBitChance += 0.4f;
break;
}
UpdateBitsText();
}
void CompleteChoice()
{
if (choiceOverlay != null)
Destroy(choiceOverlay);
choiceOverlay = null;
Time.timeScale = 1f;
Action callback = currentChoiceComplete;
currentChoiceComplete = null;
callback?.Invoke();
}
bool IsAtMaxStacks(UpgradeCard.UpgradeType type)
{
CardDefinition card = GetCard(type);
return card.maxStacks > 0 && upgradeLevels.TryGetValue(type, out int level) && level >= card.maxStacks;
}
void EnsureBitsText()
{
if (bitsText != null)
{
StyleBitsText();
return;
}
Canvas canvas = FindAnyObjectByType<Canvas>();
if (canvas == null)
{
GameObject canvasObject = new GameObject("GameUI", typeof(RectTransform), typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster));
canvas = canvasObject.GetComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
CanvasScaler scaler = canvasObject.GetComponent<CanvasScaler>();
scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
scaler.referenceResolution = new Vector2(800f, 600f);
scaler.matchWidthOrHeight = 0.5f;
}
Transform existing = canvas.transform.Find("BitsCounter");
if (existing != null)
bitsText = existing.GetComponent<TextMeshProUGUI>();
if (bitsText == null)
{
GameObject textObject = new GameObject("BitsCounter", typeof(RectTransform), typeof(CanvasRenderer), typeof(TextMeshProUGUI));
RectTransform rect = textObject.GetComponent<RectTransform>();
rect.SetParent(canvas.transform, false);
bitsText = textObject.GetComponent<TextMeshProUGUI>();
}
StyleBitsText();
}
void UpdateBitsText()
{
EnsureBitsText();
bitsText.text = "BITS " + bits;
}
void StyleBitsText()
{
RectTransform rect = bitsText.GetComponent<RectTransform>();
if (rect != null)
{
rect.anchorMin = new Vector2(0f, 1f);
rect.anchorMax = new Vector2(0f, 1f);
rect.pivot = new Vector2(0f, 1f);
rect.anchoredPosition = new Vector2(24f, -24f);
rect.sizeDelta = new Vector2(170f, 42f);
}
bitsText.alignment = TextAlignmentOptions.Center;
bitsText.fontSize = 21f;
bitsText.fontStyle = FontStyles.Bold;
bitsText.color = new Color(0.98f, 0.87f, 0.32f, 1f);
bitsText.raycastTarget = false;
Outline outline = bitsText.GetComponent<Outline>();
if (outline == null)
outline = bitsText.gameObject.AddComponent<Outline>();
outline.effectColor = new Color(0f, 0f, 0f, 0.55f);
outline.effectDistance = new Vector2(1.5f, -1.5f);
}
GameObject CreateOverlay(bool freeFallback)
{
Canvas canvas = bitsText.GetComponentInParent<Canvas>();
GameObject overlay = new GameObject("WaveUpgradeOverlay", typeof(RectTransform), typeof(CanvasRenderer), typeof(Image));
RectTransform rect = overlay.GetComponent<RectTransform>();
rect.SetParent(canvas.transform, false);
rect.anchorMin = Vector2.zero;
rect.anchorMax = Vector2.one;
rect.offsetMin = Vector2.zero;
rect.offsetMax = Vector2.zero;
rect.SetAsLastSibling();
Image image = overlay.GetComponent<Image>();
image.color = new Color(0f, 0f, 0f, 0.74f);
image.raycastTarget = true;
string titleText = freeFallback ? "LOW BITS: CHOOSE SUPPLY BOOST" : "CHOOSE CANNON UPGRADE";
TextMeshProUGUI title = CreateText("Title", rect, titleText, 28f, FontStyles.Bold, TextAlignmentOptions.Center);
RectTransform titleRect = title.rectTransform;
titleRect.anchorMin = new Vector2(0.5f, 0.5f);
titleRect.anchorMax = new Vector2(0.5f, 0.5f);
titleRect.pivot = new Vector2(0.5f, 0.5f);
titleRect.anchoredPosition = new Vector2(0f, 138f);
titleRect.sizeDelta = new Vector2(640f, 42f);
TextMeshProUGUI bitsLabel = CreateText("Bits", rect, "BITS " + bits, 18f, FontStyles.Bold, TextAlignmentOptions.Center);
bitsLabel.color = new Color(0.98f, 0.87f, 0.32f, 1f);
RectTransform bitsRect = bitsLabel.rectTransform;
bitsRect.anchorMin = new Vector2(0.5f, 0.5f);
bitsRect.anchorMax = new Vector2(0.5f, 0.5f);
bitsRect.pivot = new Vector2(0.5f, 0.5f);
bitsRect.anchoredPosition = new Vector2(0f, 104f);
bitsRect.sizeDelta = new Vector2(220f, 30f);
return overlay;
}
static CardDefinition Card(UpgradeCard.UpgradeType type, string title, string description, string rarity, int maxStacks, int baseCost)
{
return new CardDefinition
{
type = type,
title = title,
description = description,
rarity = rarity,
maxStacks = maxStacks,
baseCost = baseCost
};
}
static CardDefinition GetCard(UpgradeCard.UpgradeType type)
{
foreach (CardDefinition card in CannonCards)
{
if (card.type == type)
return card;
}
return CannonCards[0];
}
static RectTransform CreateRect(string name, Transform parent)
{
GameObject obj = new GameObject(name, typeof(RectTransform));
RectTransform rect = obj.GetComponent<RectTransform>();
rect.SetParent(parent, false);
return rect;
}
static TextMeshProUGUI CreateText(string name, Transform parent, string text, float fontSize, FontStyles style, TextAlignmentOptions alignment)
{
GameObject obj = new GameObject(name, typeof(RectTransform), typeof(CanvasRenderer), typeof(TextMeshProUGUI));
RectTransform rect = obj.GetComponent<RectTransform>();
rect.SetParent(parent, false);
TextMeshProUGUI label = obj.GetComponent<TextMeshProUGUI>();
label.text = text;
label.fontSize = fontSize;
label.fontStyle = style;
label.alignment = alignment;
label.color = new Color(0.9f, 0.93f, 0.98f, 1f);
label.textWrappingMode = TextWrappingModes.Normal;
label.raycastTarget = false;
return label;
}
static void PlaceCardText(RectTransform rect, float left, float top, float right, float height, bool fromTop)
{
rect.anchorMin = fromTop ? new Vector2(0f, 1f) : new Vector2(0f, 0f);
rect.anchorMax = fromTop ? new Vector2(1f, 1f) : new Vector2(1f, 0f);
rect.pivot = fromTop ? new Vector2(0.5f, 1f) : new Vector2(0.5f, 0f);
rect.offsetMin = new Vector2(left, fromTop ? -height : top);
rect.offsetMax = new Vector2(right, fromTop ? top : top + height);
}
static string ToRoman(int number)
{
string[] numerals = { "I", "II", "III", "IV", "V", "VI", "VII", "VIII", "IX", "X" };
return number < 1 || number > 10 ? number.ToString() : numerals[number - 1];
}
}