Example #1
0
    // Populate win screen info labels
    void Start()
    {
        Time.timeScale = 1;
        winScreenState = WinScreenState.EXPScreenIncrementPlayer1;
        TitleScreenManager.InitialGameSetup();

        if (ScoreManager.winner == 1){
            pendingEXP[1] = 50;
            pendingEXP[2] = 30;
        }
        else {
            pendingEXP[1] = 30;
            pendingEXP[2] = 50;
        }

        progressBarTransforms = new RectTransform[3] { null, player1ExpProgress, player2ExpProgress };

        Character player1 = CharacterAbilityManager.selectedCharacter[1];
        Character player2 = CharacterAbilityManager.selectedCharacter[2];
        selectedChar = new Character[3] {Character.Ringo, player1, player2};

        targetBarFraction[1] = actualBarFraction[1] = CharacterLevels.CharacterLevelProgress(player1, 0);
        targetBarFraction[2] = actualBarFraction[2] = CharacterLevels.CharacterLevelProgress(player2, 0);

        player1WinLabel.text = selectedChar[1].ToString() + ((ScoreManager.winner == 1) ? " WINS!" : " LOST!");
        player2WinLabel.text = selectedChar[2].ToString() + ((ScoreManager.winner == 2) ? " WINS!" : " LOST!");

        player1LevelLabel.text = "LEVEL " + CharacterLevels.characterLevels[1];
        player2LevelLabel.text = "LEVEL " + CharacterLevels.characterLevels[2];

        UpdateProgressBars();

        (FindObjectOfType(typeof(JuiceScreenUI)) as JuiceScreenUI).CalculateJuice();
    }
Example #2
0
 // User got to.. THE NEXT LEVEL OMG
 private void DoLevelUp(int toWhichPlayer)
 {
     if (toWhichPlayer == 1) {
         winScreenState = WinScreenState.EXPScreenLevelupPlayer1;
     }
     else {
         winScreenState = WinScreenState.EXPScreenLevelupPlayer2;
     }
 }
Example #3
0
    private void UpdatePlayerEXP(int playerNdx)
    {
        animDelay[playerNdx] -= Time.deltaTime;
        if (animDelay[playerNdx] <= 0) {

            tickTime[playerNdx] -= Time.deltaTime;
            if (tickTime[playerNdx] <= 0) {

                if (pendingEXP[playerNdx] <= 0) {
                    int newState = (int) winScreenState; // increment winScreenState
                    newState++;
                    winScreenState = (WinScreenState) newState;
                }
                else {
                    tickTime[playerNdx] = 0.1f; // Decrement pending EXP and add it to the current player
                    pendingEXP[playerNdx] -= 5;
                    if (CharacterLevels.AddExperience(selectedChar[playerNdx], 5)) {
                        targetBarFraction[playerNdx] = 1.0f;
                        DoLevelUp(playerNdx);
                    }
                    else {
                        targetBarFraction[1] = CharacterLevels.CharacterLevelProgress(selectedChar[1], pendingEXP[1]);
                        targetBarFraction[2] = CharacterLevels.CharacterLevelProgress(selectedChar[2], pendingEXP[2]);
                    }
                }
            }
        }
    }