void ModifyStats(JunkEffects effects) { pointsPerFood += effects.foodPerPickup; pointsPerSoda += effects.foodPerPickup; wallDamage += effects.attack; defense += effects.defense; foodPerMove += effects.foodPerMove; }
// allows the GameManager to make changes to the game state before the level is built void ModifyLevelDetails() { // Take changes from main settings menu at start settings = FindObjectOfType <Settings>(); if (settings != null) { boardScript.columns = settings.GetColumns; boardScript.rows = settings.GetRows; } junkEffects = ParseJunk(Instance.junkCollected); // TODO(chris): Make changes to the game board based on collected junk }
// Returns a JunkEffects struct with all aggregated effects from collected junk, ensures nothing out-of-bounds JunkEffects ParseJunk(List <Junk> allJunk) { JunkEffects junkEffects = new JunkEffects(); foreach (Junk item in allJunk) { junkEffects.attack += item.attack; junkEffects.defense += item.defense; junkEffects.foodPerPickup += item.foodPerPickup; junkEffects.foodPerMove += item.foodPerMove; junkEffects.column += item.column; junkEffects.row += item.row; junkEffects.enemy += item.enemy; junkEffects.foodPerLevel += item.foodPerLevel; } return(junkEffects); }