private float GetSkillValueByType(SkillType type)
    {
        switch (type)
        {
        case SkillType.Speed:
            return(PlayerDataHolder.GetSpeed());

        case SkillType.Acceleration:
            return(PlayerDataHolder.GetAcceleration());

        case SkillType.Strength:
            return(PlayerDataHolder.GetXCoin());

        default:
            return(0);
        }
    }
Ejemplo n.º 2
0
    private void InitializeSlider()
    {
        switch (skillType)
        {
        case SkillType.Speed:
            skillSlider.value = NormailzeSliderValue(PlayerDataHolder.GetSpeed());
            break;

        case SkillType.Acceleration:
            skillSlider.value = NormailzeSliderValue(PlayerDataHolder.GetAcceleration());
            break;

        case SkillType.Strength:
            skillSlider.value = NormailzeSliderValue(PlayerDataHolder.GetXCoin());
            break;
        }
    }
    private void AddSkillValue(SkillType skillType)
    {
        float value = 0;

        switch (skillType)
        {
        case SkillType.Speed:
            PlayerDataHolder.AddSpeed(upgradeSkillValue);
            value = PlayerDataHolder.GetSpeed();
            break;

        case SkillType.Acceleration:
            PlayerDataHolder.AddAcceleration(upgradeSkillValue);
            value = PlayerDataHolder.GetAcceleration();
            break;

        case SkillType.Strength:
            PlayerDataHolder.AddStrength(upgradeSkillValue);
            value = PlayerDataHolder.GetXCoin();
            break;
        }
        NotifySkillUpgraded(skillType, value);
    }
Ejemplo n.º 4
0
        private void SetCoinsMultiplier()
        {
            float multiplier = 1 + PlayerDataHolder.GetXCoin() / 100;

            playerWallet.SetCoinsMultiplier(multiplier);
        }