void Start() { #if !(UNITY_IOS || UNITY_ANDROID) postBestsBtn.SetActive(false); #endif bgCtrl = GetComponent <BackgroundController>(); tbCtrl = GetComponent <TableController>(); camCtrl = GetComponent <CameraController>(); music = GetComponent <AudioSource> (); music.loop = true; persistorObj = GameObject.Find("Persistor"); audioCtrl = persistorObj.GetComponent <AudioController>(); AudioListener.volume = audioCtrl.CurrVolume; adCtrl = GameObject.Find("Persistor").GetComponent <AdController>(); adLaunched = false; // Make sure to incorporate SCALE!!! player = playerObj.GetComponent <Player>(); prevFlipAcc = Player.FlipAccuracy.none; highFlips = 0; highScore = 0; highComboOverall = 0; bgCtrl.OnLoad(); tbCtrl.OnLoad(); Reset(); }
void OnFlip(Player.FlipAccuracy flipAcc) { flips++; UpdateComboVal(flipAcc); score += comboVal; guiCtrl.UpdateHUD(score, comboVal); // Track high-combo-by-round here as it can decrease during the game if (comboVal > highComboThisRound) { highComboThisRound = comboVal; } // If flips hits a certain number, increase speeds, flip force, etc. // Use tables flipped, not score, as that can increase like crazy. if (flips % 10 == 0) { tbCtrl.PatternChange(); } else if (flips % 5 == 0) { speed += 0.5f; tbCtrl.SpeedIncrease(); player.SpeedIncrease(); } // ACHIEVEMENT CHECKS if (flipAcc == prevFlipAcc) { flipAccAchieveCounter++; if (flipAccAchieveCounter == Constants.ACH_FLIP_ACC_COUNT - 1) { if (flipAcc == Player.FlipAccuracy.perf) { guiCtrl.UpdateAchievement(Constants.ACH_FOCUSED_FLIPPER, "Achievement: Focused Flipper"); } else if (flipAcc == Player.FlipAccuracy.good) { guiCtrl.UpdateAchievement(Constants.ACH_GOOD_GRIP, "Achievement: Good Grip"); } else if (flipAcc == Player.FlipAccuracy.meh) { guiCtrl.UpdateAchievement(Constants.ACH_MESSY_MAYHEM, "Achievement: Messy Mayhem"); } } } else { flipAccAchieveCounter = 1; } prevFlipAcc = flipAcc; if (score > Constants.ACH_TABLE_TIRADE_SCORE - 1 || flips > Constants.ACH_TABLE_TIRADE_FLIPS - 1) { guiCtrl.UpdateAchievement(Constants.ACH_TABLE_TIRADE, "Achievement: Table Tirade"); } }
void UpdateComboVal(Player.FlipAccuracy flipAcc) { if (flipAcc == Player.FlipAccuracy.perf) { comboVal++; } else if (flipAcc == Player.FlipAccuracy.meh) { comboVal = 1; } if (comboVal < 1) { comboVal = 1; } }