Esempio n. 1
0
 void ModifyStats(JunkEffects effects)
 {
     pointsPerFood += effects.foodPerPickup;
     pointsPerSoda += effects.foodPerPickup;
     wallDamage    += effects.attack;
     defense       += effects.defense;
     foodPerMove   += effects.foodPerMove;
 }
Esempio n. 2
0
    // allows the GameManager to make changes to the game state before the level is built
    void ModifyLevelDetails()
    {
        // Take changes from main settings menu at start
        settings = FindObjectOfType <Settings>();
        if (settings != null)
        {
            boardScript.columns = settings.GetColumns;
            boardScript.rows    = settings.GetRows;
        }

        junkEffects = ParseJunk(Instance.junkCollected);

        // TODO(chris): Make changes to the game board based on collected junk
    }
Esempio n. 3
0
    // Returns a JunkEffects struct with all aggregated effects from collected junk, ensures nothing out-of-bounds
    JunkEffects ParseJunk(List <Junk> allJunk)
    {
        JunkEffects junkEffects = new JunkEffects();

        foreach (Junk item in allJunk)
        {
            junkEffects.attack        += item.attack;
            junkEffects.defense       += item.defense;
            junkEffects.foodPerPickup += item.foodPerPickup;
            junkEffects.foodPerMove   += item.foodPerMove;
            junkEffects.column        += item.column;
            junkEffects.row           += item.row;
            junkEffects.enemy         += item.enemy;
            junkEffects.foodPerLevel  += item.foodPerLevel;
        }

        return(junkEffects);
    }