private float GetSkillValueByType(SkillType type) { switch (type) { case SkillType.Speed: return(PlayerDataHolder.GetSpeed()); case SkillType.Acceleration: return(PlayerDataHolder.GetAcceleration()); case SkillType.Strength: return(PlayerDataHolder.GetXCoin()); default: return(0); } }
private void InitializeSlider() { switch (skillType) { case SkillType.Speed: skillSlider.value = NormailzeSliderValue(PlayerDataHolder.GetSpeed()); break; case SkillType.Acceleration: skillSlider.value = NormailzeSliderValue(PlayerDataHolder.GetAcceleration()); break; case SkillType.Strength: skillSlider.value = NormailzeSliderValue(PlayerDataHolder.GetXCoin()); break; } }
private void AddSkillValue(SkillType skillType) { float value = 0; switch (skillType) { case SkillType.Speed: PlayerDataHolder.AddSpeed(upgradeSkillValue); value = PlayerDataHolder.GetSpeed(); break; case SkillType.Acceleration: PlayerDataHolder.AddAcceleration(upgradeSkillValue); value = PlayerDataHolder.GetAcceleration(); break; case SkillType.Strength: PlayerDataHolder.AddStrength(upgradeSkillValue); value = PlayerDataHolder.GetXCoin(); break; } NotifySkillUpgraded(skillType, value); }
private void SetCoinsMultiplier() { float multiplier = 1 + PlayerDataHolder.GetXCoin() / 100; playerWallet.SetCoinsMultiplier(multiplier); }