public override void Process(ref ClockComponent clock) { clock.HandSpeed += Mathf.Log(clock.HandSpeed); level += 1; cost = 100 * Mathf.Pow(1.47F, level); BonusSpeed = clock.HandSpeed % BaseSpeed; button.GetComponentInChildren <Text>().text = name + Mathf.Round(cost).ToString(CultureInfo.InvariantCulture); }
public void Run() { if (_filter.IsEmpty()) { return; } int count = 0; float truScoreCurrent = 0; foreach (var index in _filter) { count++; ref ClockComponent clock = ref _filter.Get1(index); truScoreCurrent += clock.ScorePerSecond * clock.HandSpeed / 6f; var scoreDiff = clock.ScorePerSecond * clock.HandSpeed / 6f * Time.deltaTime; _gameState.Score += scoreDiff; }
public void Run() { foreach (var index in _filter) { ref ClockComponent clock = ref _filter.Get1(index); var handTransform = clock.HandTransform; var angles = handTransform.localEulerAngles; if (clock.CurrentAngle <= 0) { clock.CurrentAngle = 0f; angles.z = 0f; handTransform.eulerAngles = angles; } else if (clock.CurrentAngle > 0f) { var angleDiff = clock.HandSpeed * Time.deltaTime; handTransform.Rotate(Vector3.forward * -angleDiff); clock.CurrentAngle -= angleDiff; _filter.GetEntity(index).Get <UpdateScoreEvent>() = new UpdateScoreEvent(); } }
public override void Process(ref ClockComponent clock) { clock.ScorePerSecond += level * 0.25f; level += 1; cost += cost * 0.02f; }
public void Run() { foreach (var index in _filter) { ref ClockComponent clock = ref _filter.Get1(index); ref ClockReloadEvent reloadEvent = ref _filter.Get2(index);