Exemple #1
0
    /// <summary>
    /// show or hide the screen
    /// </summary>
    public void ChangeSucceedScreenState()
    {
        // Yapılacak hata sayısı için üst ve alt limit belirliyorum ve buna göre oranlıyorum.
        // Aynı şekilde süre içinde. Mantık bu kadar basit.
        // tableSize * factor -> factor sayesinde ayar yapabiliriz. Duruma göre belki
        // level sayısınıda faktör olarak ekleriz.

        float starPercentForTries;
        float wrongTryUpperLimit = currLevel.totalCardCount * tryUpperLimitMultiplier[((int)currLevel.difficulty) - 1];
        float wrongTryLowerLimit = currLevel.totalCardCount * tryLowerLimitMultiplier[((int)currLevel.difficulty) - 1];

        starPercentForTries = (wrongTryUpperLimit - wrongTries) / (wrongTryUpperLimit - wrongTryLowerLimit);
        starPercentForTries = Mathf.Clamp01(starPercentForTries);

        float starPercentForTime;
        float passedTimeUpperLimit = currLevel.totalCardCount * timeUpperLimitMultiplier[((int)currLevel.difficulty) - 1];
        float passedTimeLowerLimit = currLevel.totalCardCount * timeLowerLimitMultiplier[((int)currLevel.difficulty) - 1];

        starPercentForTime = (passedTimeUpperLimit - timePassed) / (passedTimeUpperLimit - passedTimeLowerLimit);
        starPercentForTime = Mathf.Clamp01(starPercentForTime);

        float starPercentForBestCount;
        float bestCountUpperLimit = currLevel.totalCardCount * 1f;
        float bestCountLowerLimit = currLevel.totalCardCount * 0f;

        starPercentForBestCount = (nextNumber - bestCountLowerLimit) / (bestCountUpperLimit - bestCountLowerLimit);
        starPercentForBestCount = Mathf.Clamp01(starPercentForBestCount);


        if (levelMode == LevelMode.CLASSIC)
        {
            starPercent = starPercentForTime * 0.5f + starPercentForTries * 0.5f;
        }
        else if (levelMode == LevelMode.DO_NOT_FORGET)
        {
            starPercent = starPercentForTries;
        }
        else if (levelMode == LevelMode.NO_MISTAKE)
        {
            starPercent = starPercentForBestCount;
        }

        starPercent = ClampStarPercent(starPercent);

        int reward = 0;

        if (starPercent != 0f && ProgressController.IsRewarded(levelMode, levelNo) == false)
        {
            if (starPercent <= starPercents[0])
            {
                reward = 1;
            }
            else if (starPercent <= starPercents[1])
            {
                reward = 3;
            }
            else if (starPercent <= starPercents[2])
            {
                reward = 5;
            }

            DataTransfer.remainingTime += reward;
        }

        UICont.SetRewardText(reward);

        SaveProgress();
        UICont.ToggleSucceedScreen();
        StartCoroutine(UICont.FillStarImage(starPercent));
    }