internal void SetScore(Note.Mood mood, int score) { this.score[mood] = score; TextMeshProUGUI t = null; t = (mood == Note.Mood.A ? txtScoreA : mood == Note.Mood.B ? txtScoreB : mood == Note.Mood.C ? txtScoreC : null); if (t != null) { t.text = "[" + mood + "] " + this.score[mood] + "/" + required[mood]; if (t == txtScoreA && SliderA != null) { SliderA.value = score; } else if (t == txtScoreB && SliderB != null) { SliderB.value = score; } else if (t == txtScoreC && SliderC != null) { SliderC.value = score; } } //SliderA.value = no; //SliderB.value = txtScoreB; // SliderC.value = txtScoreC; }
public int GetMoodValue(Note.Mood mood) { var foundIndex = moodChanges.FindIndex(r => r.mood == mood); if (foundIndex >= 0) { return(moodChanges[foundIndex].value); } return(-1); }
public void PlayCard(Card card) { hand.Remove(card); var note = GetNote(currentTime); if (note != null) { uiTimeline.HideLatestNode(); } if (card is MoodCard) { var c = card as MoodCard; if (note != null) { ScoreMood(note, c); DrawCards(1); } BreakCombo(); } if (card is ComboCard) { var c = card as ComboCard; if (note != null) { if (note.isComboNote) { // check if starting notes contains any mood from the current note comboMood = comboStartNote.GetFirstMatchingMood(note); if (comboMood != Note.Mood.Blank) { PlayCombo(note, c); } } DrawCards(1); } } if (card is DrawCard) { var c = card as DrawCard; if (note != null) { DrawCards(c.cardsToDraw); } BreakCombo(); } uiHand.Setup(hand); }
internal void AnimateScore(Note.Mood mood, int value) { int moodMinusBlank = (int)mood - 1; Note.Mood moodSelcted = (Note.Mood)moodMinusBlank; animationDictonary[moodSelcted].Stop(); animationDictonary[moodSelcted].Rewind(); animationDictonary[moodSelcted].Play(); moods[moodMinusBlank].SetColor(mood.ToString(), value); }
public void SetScore(Note.Mood mood, int score, int required) { this.required[mood] = required; SetScore(mood, score); }
List <MoodValue> GetMoodValues(Note note, Note.Mood mood) { return(moodValues.FindAll(r => r.mood == Note.Mood.Blank || note.moodScores.ContainsKey(r.mood))); }