public float range_score(ScoreTarget weight_target){ if (is_overflow){ //Overflowing baskets are automatic fails. return weight_target.range_penalty; } return weight_target.range_value(weight); }
public void Win() { if (win || gameOver) { return; } win = true; WinScreen ws = FindObjectOfType <WinScreen>(true); if (ws) { ws.gameObject.SetActive(true); } if (ScoreTarget.GetAchieved("gold")) { sfxSource.PlayOneShot(goldClip); } else if (ScoreTarget.GetAchieved("silver")) { sfxSource.PlayOneShot(silverClip); } else if (ScoreTarget.GetAchieved("bronze")) { sfxSource.PlayOneShot(bronzeClip); } else { sfxSource.PlayOneShot(winClip); } }
private void Update() { Player player = Player.Find(); if (player) { int score = player.GetScore(); ScoreTarget.CheckTargets(score); } }
protected override void OnProcessOutputSchema(MutableObject newSchema) { // We don't modify the input schema in adapters... We may derive values from input schemas, but adapters always send a novel schema... var oneMutable = TurnSubmissionIntoMutable(new SubmissionScore(), new TeamScores(), Color.magenta); var mutableCollection = new List <MutableObject> { oneMutable }; ScoreTarget.SetValue(mutableCollection, newSchema); IndexField.SetValue(1, newSchema); Router.TransmitAllSchema(newSchema); }
private void OnTriggerEnter(Collider col) { switch (col.tag) { case "Curb": ScoreTarget.UpdateScore(-1); ScoreTarget.UpdateRank(0, -1, 0, 0); ScoreTarget.UpdateMessege("Trzymaj się drogi!"); break; case "Pedestrian": ScoreTarget.UpdateScore(-10); ScoreTarget.UpdateRank(-10, 0, 0, 0); ScoreTarget.UpdateMessege("Uważaj na pieszych !!!"); break; case "Target": ScoreTarget.UpdateScore(10); ScoreTarget.UpdateRank(0, 0, 10, 0); ScoreTarget.UpdateMessege("Punkt kontrolny "); break; case "Sign": ScoreTarget.UpdateScore(-1); ScoreTarget.UpdateRank(0, 0, 0, -1); ScoreTarget.UpdateMessege("Słup ;)"); break; case "Car": ScoreTarget.UpdateScore(-5); ScoreTarget.UpdateRank(0, 0, 0, -1); ScoreTarget.UpdateMessege("Kolizja "); break; case "Boundry": SceneManager.LoadScene(2); ScoreTarget.ShowRank(); break; } }
void GenerateLevel() { // Select level // NOTE: not correct, just to prevent crashing for now Level level = levels[GameControl.level % levels.Length]; // Populate target score table ScoreTarget.SetTarget("gold", level.goldScore); ScoreTarget.SetTarget("silver", level.silverScore); ScoreTarget.SetTarget("bronze", level.bronzeScore); // Populate map Texture2D map = level.groundMap; for (int x = 0; x < map.width; x++) { for (int y = 0; y < map.height; y++) { GenerateTile(map, x, y); } } }
private VisualPayload ParseData() { //var randomGen = new Random(1337); var mutablesList = new List <MutableObject>(); foreach (var team in ScoreFromJsonFilter.LoadedTeams) { //var teamColor = ColorUtility.HsvtoRgb((float)randomGen.NextDouble(), .8f, 1f); var teamColor = TeamColorPalette.ColorFromIndex(team.TeamID); foreach (var entry in team.SubmissionScores) { var newMutable = TurnSubmissionIntoMutable(entry, team, teamColor); mutablesList.Add(newMutable); } } ScoreTarget.SetValue(mutablesList, Payload.Data); var groupId = GroupId.GetFirstValue(Payload.Data); var index = (DataShare.ContainsKey(groupId) ? DataShare[groupId] : 0); if (groupId != "") { DataShare[groupId] = index + 1; } IndexField.SetValue(index, Payload.Data); return(Payload); }
public float total_score(ScoreTarget weight_target){ return flat_score(weight_target) + range_score(weight_target); }
internal override void IncreaseScoreHit(IncreaseScoreType value, HitObject h) { IncreaseScoreType scoringValue = value; if (scoringValue > 0) { scoringValue &= IncreaseScoreType.HitValuesOnly; } if (value < 0) { if (ModManager.CheckActive(Mods.NoFail)) { CurrentScore.CurrentCombo = (ushort)(ComboCounter.HitCombo = 0); CurrentScore.CountMiss++; return; } else { player.DoPass(); return; } } CurrentScore.MaxCombo = Math.Max(CurrentScore.MaxCombo, ++ComboCounter.HitCombo); CurrentScore.CurrentCombo = (ushort)ComboCounter.HitCombo; ScoreTarget ts = CurrentScore as ScoreTarget; float hitAccuracy = ((HitCircleOsuTarget)h).TargetAccuracy; ts.PositionTotal += hitAccuracy; int scoreMax = 0; switch (scoringValue) { case IncreaseScoreType.Hit300: case IncreaseScoreType.Hit300m: case IncreaseScoreType.Hit300k: case IncreaseScoreType.Hit300g: scoreMax = 300; CurrentScore.Count300++; break; case IncreaseScoreType.Hit100: case IncreaseScoreType.Hit100m: case IncreaseScoreType.Hit100k: scoreMax = 100; CurrentScore.Count100++; break; case IncreaseScoreType.Hit50: scoreMax = 50; CurrentScore.Count50++; break; } h.scoreValue = scoreMax; //todo: this should include some equation of distance over time, rather than current bpm. CurrentScore.TotalScore += (int)(hitAccuracy * scoreMax * AudioEngine.CurrentBPM / 120); }