Beispiel #1
0
    private void SetStatusString()
    {
        Status status = cardManager.GetGameStatus(PlayerWeapon, ComputerWeapon);

        AddToTheTotalPlayerPrefCount(PlayerPrefKeys.PlayerWeaponKey(PlayerWeapon.weapon));
        AddToTheTotalPlayerPrefCount(PlayerPrefKeys.ComputerWeaponKey(ComputerWeapon.weapon));

        if (status == Status.Win)
        {
            wins++;
            AddToTheTotalPlayerPrefCount(PlayerPrefKeys.TOTALWINS);
            StatusText.text = "You Win!";
        }
        else if (status == Status.Lose)
        {
            loses++;
            AddToTheTotalPlayerPrefCount(PlayerPrefKeys.TOTALLOSES);
            StatusText.text = "You Lost!";
        }
        else
        {
            ties++;
            AddToTheTotalPlayerPrefCount(PlayerPrefKeys.TOTALTIES);
            StatusText.text = "Tie Game!";
        }
    }
Beispiel #2
0
    // Use this for initialization
    void UpdateScores()
    {
        sessionWins.text  = GetIfAvailable(PlayerPrefKeys.SESSIONWINS).ToString();
        sessionLoses.text = GetIfAvailable(PlayerPrefKeys.SESSIONLOSES).ToString();
        sessionTies.text  = GetIfAvailable(PlayerPrefKeys.SESSIONTIES).ToString();

        totalWins.text  = GetIfAvailable(PlayerPrefKeys.TOTALWINS).ToString();
        totalLoses.text = GetIfAvailable(PlayerPrefKeys.TOTALLOSES).ToString();
        totalTies.text  = GetIfAvailable(PlayerPrefKeys.TOTALTIES).ToString();

        WeaponData topUserWeaponData = null;

        foreach (WeaponData weapon in CardManager.GetInstance().weapons)
        {
            if (topUserWeaponData == null)
            {
                topUserWeaponData = weapon;
                continue;
            }

            int maxWeaponCount     = GetIfAvailable(PlayerPrefKeys.PlayerWeaponKey(topUserWeaponData.weapon));
            int currentWeaponCount = GetIfAvailable(PlayerPrefKeys.PlayerWeaponKey(weapon.weapon));
            if (currentWeaponCount > maxWeaponCount)
            {
                topUserWeaponData = weapon;
            }
        }
        if (GetIfAvailable(PlayerPrefKeys.PlayerWeaponKey(topUserWeaponData.weapon)) > 0)
        {
            topUserWeapon.text = topUserWeaponData.weapon + " (" + GetIfAvailable(PlayerPrefKeys.PlayerWeaponKey(topUserWeaponData.weapon)) + ")";
        }
        else
        {
            topUserWeapon.text = "N/A";
        }

        WeaponData topComputerWeaponData = null;

        foreach (WeaponData weapon in CardManager.GetInstance().weapons)
        {
            if (topComputerWeaponData == null)
            {
                topComputerWeaponData = weapon;
                continue;
            }

            int maxWeaponCount     = GetIfAvailable(PlayerPrefKeys.ComputerWeaponKey(topComputerWeaponData.weapon));
            int currentWeaponCount = GetIfAvailable(PlayerPrefKeys.ComputerWeaponKey(weapon.weapon));
            if (currentWeaponCount > maxWeaponCount)
            {
                topComputerWeaponData = weapon;
            }
        }
        if (GetIfAvailable(PlayerPrefKeys.ComputerWeaponKey(topComputerWeaponData.weapon)) > 0)
        {
            topComputerWeapon.text = topComputerWeaponData.weapon + " (" + GetIfAvailable(PlayerPrefKeys.ComputerWeaponKey(topComputerWeaponData.weapon)) + ")";
        }
        else
        {
            topComputerWeapon.text = "N/A";
        }
    }