Beispiel #1
0
    void UpdateScore()
    {
        int[] nodesInt    = new int[nodesCount.Length];
        int[] clustersInt = new int[clustersCount.Length];

        // Count nodes per player
        foreach (GameObject candidateNode in btns)
        {
            int currentOwner = candidateNode.GetComponent <Node> ().owner;
            if (currentOwner != -1)
            {
                nodesInt[currentOwner] = nodesInt[currentOwner] + 1;
            }
        }

        // Update nodes count
        for (int i = 0; i < nodesInt.Length; i++)
        {
            string nodeText = " nodes";
            if (nodesInt[i] <= 1)
            {
                nodeText = " node";
            }
            nodesCount[i].GetComponent <Text>().text = nodesInt[i].ToString() + nodeText;
        }

        // Progress bars
        for (int i = 0; i < progressBars.Length; i++)
        {
            //int parentHeight = progressBars[i].GetComponentInParent<Transform>().height;
            float percent = (float)nodesInt[i] / (float)btns.Count;
            progressBars[i].GetComponent <Slider>().value = percent;
        }

        // Clusters score
        for (int i = 0; i < GameModel.players.Count; i++)
        {
            clustersInt[i] = TilesHelper.CountClusters(i, btns);

            string clusterText = " clusters";
            if (clustersInt[i] <= 1)
            {
                clusterText = " cluster";
            }

            clustersCount[i].GetComponent <Text>().text = clustersInt[i].ToString() + clusterText;
        }

        if (GameModel.IS_HUMAN)
        {
            playerScore = nodesInt [0] * clustersInt [0];
        }
        else
        {
            // Score vs. AI depends on the difficulty
            playerScore = nodesInt [0] * clustersInt [0] * (GameModel.AI_DIFFICULTY + 1);
        }
    }