public int GetPlayerLevel(out float progress) { var levelMap = ConfigDataStatic.GetConfigDataTable("PLAYER_LEVEL"); int i = 0; for (i = 1; i <= 20; i++) { PLAYER_LEVEL data = levelMap[i] as PLAYER_LEVEL; if (personContribution < data.PlayerCap) { if (i == 1) { progress = (float)personContribution / (float)data.PlayerCap; } else { PLAYER_LEVEL preData = levelMap[i - 1] as PLAYER_LEVEL; progress = (float)(personContribution - preData.PlayerCap) / (float)(data.PlayerCap - preData.PlayerCap); } return(i); } } progress = 1.0f; return(20); }
// Start is called before the first frame update void Start() { //Rigidbody2dコンポーネントを取得 this.rigidbody = GetComponent <Rigidbody2D>(); // sound = GetComponent <AudioSource>(); //状態、大きさをセット GameMode = GAMEMODE.STAY_START; GameSpeed = 0; playerLevel = PLAYER_LEVEL.Lv1; //スプライトの幅を取得 spriteWidth = GetComponent <SpriteRenderer>().bounds.size.x; // collider2d = GetComponent <CircleCollider2D>(); // animator = GetComponent <Animator>(); spriteRenderer = GetComponent <SpriteRenderer>(); this.animator.SetInteger("Level", 1); this.animator.speed = 0; UnkoScore = 0; timeScore = 0; }
public static int CalculatePlayerLevel(int contribution) { var levelMap = ConfigDataStatic.GetConfigDataTable("PLAYER_LEVEL"); for (int i = 1; i <= 20; i++) { PLAYER_LEVEL data = levelMap[i] as PLAYER_LEVEL; if (contribution < data.PlayerCap) { return(i); } } return(20); }
public int GetPlayerLevel() { var levelMap = ConfigDataStatic.GetConfigDataTable("PLAYER_LEVEL"); int i = 0; for (i = 1; i <= 20; i++) { PLAYER_LEVEL data = levelMap[i] as PLAYER_LEVEL; if (personContribution < data.PlayerCap) { return(i); } } return(20); }
private void ChangeLv5() { this.animator.SetInteger("Level", 5); collider2d.radius = 0.5f; playerLevel = PLAYER_LEVEL.Lv5; }