public static int GetEnemyDmgForScene(JamScene jamScene) { switch (jamScene) { case JamScene.OneDashOne: return(1); case JamScene.OneDashTwo: return(2); case JamScene.OneDashThree: return(3); case JamScene.TwoDashOne: return(5); case JamScene.TwoDashTwo: return(7); case JamScene.TwoDashThree: return(9); case JamScene.ThreeDashOne: return(12); case JamScene.ThreeDashTwo: return(15); case JamScene.ThreeDashThree: return(18); } return(1); }
public static int GetEnemyHPForScene(JamScene jamScene) { switch (jamScene) { case JamScene.OneDashOne: return(2); case JamScene.OneDashTwo: return(4); case JamScene.OneDashThree: return(6); case JamScene.TwoDashOne: return(9); case JamScene.TwoDashTwo: return(12); case JamScene.TwoDashThree: return(15); case JamScene.ThreeDashOne: return(20); case JamScene.ThreeDashTwo: return(25); case JamScene.ThreeDashThree: return(30); } return(10); }
public static int GetMaxHPRewardForScene(JamScene jamScene) { switch (jamScene) { case JamScene.OneDashOne: return(1); case JamScene.OneDashTwo: return(2); case JamScene.OneDashThree: return(3); case JamScene.TwoDashOne: return(5); case JamScene.TwoDashTwo: return(7); case JamScene.TwoDashThree: return(9); case JamScene.ThreeDashOne: return(12); case JamScene.ThreeDashTwo: return(15); case JamScene.ThreeDashThree: return(20); } return(0); }
private void Awake() { _jamScene = JamSceneManager.ConvertWorldLevelToJamScene(_world, _level); int maxHPReward = DataManager.GetMaxHPRewardForScene(_jamScene); int enemyHP = DataManager.GetEnemyHPForScene(_jamScene); int enemyDmg = DataManager.GetEnemyDmgForScene(_jamScene); _levelLabel.text = string.Format("{0}-{1}", _world, _level); _maxHPRewardLabel.text = string.Format("Max HP: +{0}", maxHPReward); _enemyHPLabel.text = string.Format("HP: {0}", enemyHP); _enemyDmgLabel.text = string.Format("DMG: {0}", enemyDmg); }
public static void LoadScene(JamScene jamScene) { DataManager.UpdateLoadedJamScene(jamScene); LoadScene(JAM_SCENE_TO_BUILD_INDEX[jamScene]); }
private static IEnumerator loadSceneAfterDelay(JamScene jamScene, float delay) { yield return(new WaitForSeconds(delay)); LoadScene(jamScene); }
public static void LoadSceneWithDelay(JamScene jamScene, float delay) { PlayerController.instance.StartCoroutine(loadSceneAfterDelay(jamScene, delay)); }
public static void UpdateLoadedJamScene(JamScene jamScene) { GameManager.gameData.LoadedJamScene = jamScene; SaveGameData(GameManager.gameData); }