private void InformScoreAdded()
    {
        int scoreAdded = GetScoreAddedForMissileDestruction();
        HUDInventoryAndScoreController controller = (HUDInventoryAndScoreController)Object.FindObjectOfType(typeof(HUDInventoryAndScoreController));

        controller.AddScore(scoreAdded);
    }
Esempio n. 2
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    public IEnumerator ShowPointsTextInAndOut(float t, int missilesLeft)
    {
        // Don't show for first level.
        if (Level.GetCurrentLevel() != 1)
        {
            int lastLevel = Level.GetCurrentLevel() - 1;
            LevelCompleteText.text = "LEVEL " + lastLevel + " COMPLETE";

            HUDInventoryAndScoreController controller =
                (HUDInventoryAndScoreController)Object.FindObjectOfType(typeof(HUDInventoryAndScoreController));

            int citiesNotDestroyed = CitiesNotDestroyed();
            CitiesLeft.text = "" + citiesNotDestroyed;
            int pointsPerCity = GetPointsPerCity();
            PointsPerCity.text = pointsPerCity + " POINTS";
            // Add cities score
            controller.AddScore(citiesNotDestroyed * pointsPerCity);

            MissilesLeft.text = "" + missilesLeft;
            int pointsPerMissile = GetPointsPerMissile();
            PointsPerMissile.text = pointsPerMissile + " POINTS";
            // Add missiles score
            controller.AddScore(missilesLeft * pointsPerMissile);

            PointInfoGroup.SetActive(true);
            yield return(new WaitForSeconds(t));

            PointInfoGroup.SetActive(false);
        }
        yield return(null);

        int newLevel = Level.GetCurrentLevel();

        LevelText.gameObject.SetActive(true);
        LevelText.text = string.Format(LEVEL_TEXT, newLevel);

        AirRaidSiren.Play();
        StartCoroutine(FadeLevelTextInAndOut(2f));
    }