public LevelUpState(StateMachine stateMachine, PlayerService playerService) : base(stateMachine) { _playerService = playerService; _levelUpModel = new LevelUpModel(); _spriteBatch = new SpriteBatch(StateMachine.Game.GraphicsDevice); _view = new LevelUpView(StateMachine.Game.Content, _spriteBatch, _levelUpModel, _playerService); _controller = new LevelUpController(_levelUpModel, _playerService); }
public LevelUpView(ContentManager contentManager, SpriteBatch spriteBatch, LevelUpModel levelUpModel, PlayerService playerService) : base(contentManager, spriteBatch) { _gameFont = contentManager.Load <SpriteFont>("File"); _spriteBatch = spriteBatch; var shipTextures = contentManager.Load <Texture2D>("shipsall"); _ships = new SpriteSheet(spriteBatch, shipTextures, 64, 64); _levelUpModel = levelUpModel; _playerService = playerService; }
// Use this for initialization void Start() { for (int i = 0; i <= 100; i++) { LevelUpModel level = new LevelUpModel(); level.Level = i; level.Experience = Mathf.RoundToInt(Mathf.Pow(i * BaseXPMultiplier, Exponent)) + BaseXP; level.UpgradePoints = Mathf.CeilToInt(i / UpgradeDivisor); level.Effects.Add(R.Health, Mathf.RoundToInt(BaseHealth + Mathf.Pow(i * BaseHealth, ExponentHealth))); _levels.Add(level); } //SAVE TO FILE File.WriteAllText( Application.persistentDataPath + "-LevelUpConfig.json", JsonConvert.SerializeObject(_levels) ); Debug.Log("DONE Generating LevelUpConfig"); }
public LevelUpController(LevelUpModel levelUpModel, PlayerService playerService) { _levelUpModel = levelUpModel; _playerService = playerService; }