public bool TryUsePoints(float pointCount, bool strict) { if (_currentActionPoints > 0f && (!strict || _currentActionPoints >= pointCount)) { _currentActionPoints -= pointCount; if (PointsChanged != null) { PointsChanged.Invoke(); } if (_currentActionPoints <= 0f) { if (AutoEndTurn) { EndTurn(); } return(false); } return(true); } Debug.LogFormat("Not enough points: require {0} exists {1}", pointCount, _currentActionPoints); return(false); }
public List <ImagePoint> GetPoints() { if (ans == null) { ans = GetPointsInternal(); PointsChanged?.Invoke(ans); } return(ans); }
// Use this for initialization void Start() { // Scoring support pointsChanged = new PointsChanged(); EventManager.AddPointsChangedInvoker(this); //Bonus streak support bonusBarRestarted = new BonusBarRestarted(); EventManager.AddBonusBarRestartedInvoker(this); }
private void AddPoints(int points) { var result = this.points + points; if (result < 0) { this.points = 0; } else { this.points = result; } PointsChanged?.Invoke(this.points); }
protected void Start() { // Scoring support pointsChanged = new PointsChanged(); EventManager.AddPointsChangedInvoker(this); //Bonus streak support bonusBarStageChanged = new BonusBarStageChanged(); EventManager.AddBonusBarStageChangedInvoker(this); // Apply impulse force to get bird moving const float MinImpulseForce = 2f; const float MaxImpulseForce = 4f; //float angle = Random.Range(0, 2 * Mathf.PI); Vector2 direction = new Vector2(flyDirection, 0); float magnitude = UnityEngine.Random.Range(MinImpulseForce, MaxImpulseForce); GetComponent <Rigidbody2D>().AddForce( direction * magnitude, ForceMode2D.Impulse); }
private void GameTime_Tick(object sender, EventArgs e) { if (_snake.IsColliding(_playgroundBounds)) { _gameTime.Stop(); Gameover?.Invoke(this, EventArgs.Empty); return; } if (_snake.CanEat(_meal)) { _snake.Eat(_meal); CreateMeal(); SetDifficulty(); PointsChanged?.Invoke(this, EventArgs.Empty); } _snake.Move(_direction); Refresh(); _updated = false; }
void Start() { // scoring support pointsChanged = new PointsChanged(); EventManager.AddPointsChangedInvoker(this); }
public void OnPointsChanged(int _points) { PointsChanged?.Invoke(_points); }
public void InvokePointsChanged() { PointsChanged?.Invoke(this, null); }
public void AddPoints(int value) { Points += value; PointsChanged.SafeInvoke(Points); }
public void StartGame() { Points = 0; PointsChanged.SafeInvoke(Points); }
public void Start() { pointsChanged = new PointsChanged(); //EventManager.AddPointsChangedInvoker(this); }