public void MakeSegment(SegementDifficulty difficulty, TrainType [] names, bool[] trains, bool[] coins, int[] Bonus) { this.difficulty = difficulty; RoadSegements segement = new RoadSegements(names, trains, coins, Bonus); AddSegements(segement); }
private void OnGUI() { difficulty = (SegementDifficulty)EditorGUI.EnumPopup(new Rect(10, 10, 100, 10), difficulty); GUI.Label(new Rect(10, 40, 300, 15), "Pattern name", EditorStyles.boldLabel); GUI.Label(new Rect(10, 60, 300, 15), "Pattern Lenght", EditorStyles.boldLabel); FileName = GUI.TextArea(new Rect(120, 40, 300, 15), FileName); GUI.Label(new Rect(10, 140, 100, 15), "Train", EditorStyles.boldLabel); GUI.Label(new Rect(10, 190, 110, 15), "Coin", EditorStyles.boldLabel); GUI.Label(new Rect(10, 210, 110, 15), "Bonus", EditorStyles.boldLabel); for (int i = 0; i < RoadLenght; i++) { GUI.Label(new Rect(45 + (ToogleOffset * i), 120, 100, 10), (i + 1).ToString(), EditorStyles.boldLabel); trainType[i] = (TrainType)EditorGUI.EnumPopup(new Rect(45 + ((ToogleOffset + 60) * i), 160, 60, 10), trainType[i]); TrainSelected[i] = EditorGUI.Toggle(new Rect(50 + (ToogleOffset * i), 140, 10, 10), TrainSelected[i]); coinsSelected[i] = EditorGUI.Toggle(new Rect(50 + (ToogleOffset * i), 190, 10, 10), coinsSelected[i]); BonusSpawned[i] = EditorGUI.IntField(new Rect(50 + (ToogleOffset * i), 210, 20, 20), BonusSpawned[i]); //trainType[i] = (TrainType)EditorGUI.EnumPopup(new Rect(60, 88 + (20 * i), 100, 10),trainType[i]); } if (GUI.Button(new Rect(10, 240, 200, 50), "Add Segement")) { AddSegement(TrainSelected, trainType, coinsSelected, BonusSpawned); } if (GUI.Button(new Rect(10, 315, 200, 50), "Clear pattern")) { ClearPattern(); } if (GUI.Button(new Rect(10, 375, 200, 50), "Creat build file")) { CreatAssets(); } for (int i = 0; i < TrainConfirmed.Count; i++) { for (int j = 0; j < RoadLenght; j++) { GUI.Label(new Rect(620 + (20 * j), 100, 100, 10), (j + 1).ToString(), EditorStyles.boldLabel); EditorGUI.Toggle(new Rect(620 + (20 * j), 120 + (20 * i), 50, 10), TrainConfirmed[i][j]); } } }
private void CheckDifficulty() { int currentScore = score.GetScore(); if (currentScore < NormalDifficultyMax) { currentDifficulty = SegementDifficulty.Easy; } else if (currentScore < HardDifficultyMax) { currentDifficulty = SegementDifficulty.Normal; } else { currentDifficulty = SegementDifficulty.Hard; } }
public void SetDifficulty(SegementDifficulty NewDifficulty) { patternManager.CurrentDifficulty = NewDifficulty; }
public void SetDifficulty(SegementDifficulty difficulty) { currentDifficulty = difficulty; }