public void Coin() { score += 200; coins++; OnScoreUpdate?.Invoke(score); OnCoinsUpdate?.Invoke(coins); }
public void InvokeOnScoreUpdate(object a_sender, IntEventArgs a_1intEventArgs) { if (OnScoreUpdate != null) { OnScoreUpdate.Invoke(a_sender, a_1intEventArgs); } }
private void Start() { _highScore = GetHighScore; OnScoreUpdate?.Invoke(_score); OnHighScoreUpdate?.Invoke(_highScore); }
public void UpdateScore(int change) { _score += change; onScoreUpdate.Invoke(_score); CheckForLevelUp(); }
public void OnPassingLayer(bool hasPowerup, PedestalLayer pedestalLayer) { if (hasPowerup) { UnityEngine.Debug.LogError("Passing layer Powerup : " + _continousPowerupFloorCount); if (_continousPowerupFloorCount < _scoreSetting.passingFloorMultiplies.Count) { var increaseScore = _scoreSetting.basicScore * _scoreSetting.passingFloorMultiplies[_continousPowerupFloorCount]; UnityEngine.Debug.LogError("Powerup Increase score : " + increaseScore); UnityEngine.Debug.LogError("Powerup multiply : " + _scoreSetting.passingFloorMultiplies[_continousPowerupFloorCount]); Score += increaseScore; //OnScoreIncrease?.Invoke(increaseScore); OnScoreUpdate?.Invoke(Score, increaseScore); } _continousPowerupFloorCount += 1; } else { _previousPedestalType = PedestalType.None; foreach (var item in pedestalLayer.pedestalInfos) { if (item.type == PedestalType.Pedestal_01 || item.type == PedestalType.Pedestal_01_1_Fish || item.type == PedestalType.Pedestal_01_3_Fish) { _previousPedestalType = item.type; break; } } } _hasPassLayer = true; }
public void AddScore(int score) { _currentScore += score; if (OnScoreUpdate != null) { OnScoreUpdate.Invoke(_currentScore); } }
/* IEnumerator Start() * { * yield return new WaitForSeconds(1); * //AddScore(HitType.GoodHit); AddScore(HitType.GoodHit); AddScore(HitType.GoodHit); * //ddScore(HitType.GreatHit); AddScore(HitType.GreatHit); AddScore(HitType.GreatHit); * AddScore(HitType.PerfectHit); * AddScore(HitType.PerfectHit); AddScore(HitType.PerfectHit); AddScore(HitType.PerfectHit); * AddScore(HitType.PerfectHit); * AddScore(HitType.PerfectHit); AddScore(HitType.PerfectHit); AddScore(HitType.PerfectHit); AddScore(HitType.PerfectHit); AddScore(HitType.PerfectHit); * AddScore(HitType.PerfectHit); * AddScore(HitType.PerfectHit); AddScore(HitType.PerfectHit); AddScore(HitType.PerfectHit); * AddScore(HitType.PerfectHit); * AddScore(HitType.PerfectHit); AddScore(HitType.PerfectHit); AddScore(HitType.PerfectHit); AddScore(HitType.PerfectHit); AddScore(HitType.PerfectHit); * AddScore(HitType.PerfectHit); * AddScore(HitType.PerfectHit); AddScore(HitType.PerfectHit); AddScore(HitType.PerfectHit); * AddScore(HitType.PerfectHit); * AddScore(HitType.PerfectHit); AddScore(HitType.PerfectHit); AddScore(HitType.PerfectHit); AddScore(HitType.PerfectHit); AddScore(HitType.PerfectHit); * EngGame(); * } */ public void AddScore(HitType hitType) { _hitHistory.Add(hitType); int combo = GetHitChain(HitType.PerfectHit); _score += _scoreByHitType[hitType] + CalculateCombo(hitType, combo); OnScoreUpdate?.Invoke(_score); }
public void SetPoints(Player player, int points) { if (!_score.TryGetValue(player, out var _)) { _score.Add(player, 0); } _score[player] = points; OnScoreUpdate?.Invoke(player, points); }
public void OnLandingLayer(bool hasCombo, int comboCount, Pedestal pedestal) { if (_preventUpdateScore) { _preventUpdateScore = false; _hasPassLayer = false; _continousPowerupFloorCount = 0; return; } if (!_hasPassLayer) { return; } if (hasCombo) { long increaseScore = _scoreSetting.basicScore * _scoreSetting.comboMultiply * comboCount; UnityEngine.Debug.LogError("Passing layer combo : " + increaseScore); UnityEngine.Debug.LogError("Passing layer count : " + comboCount); Score += increaseScore; //OnScoreIncrease?.Invoke(increaseScore); //OnScoreUpdate?.Invoke(Score); OnScoreUpdate?.Invoke(Score, increaseScore); } else { long increaseScore = 0; switch (_previousPedestalType) { case PedestalType.Pedestal_01: increaseScore = _scoreSetting.basicScore * _scoreSetting.floorTypeNoFishMultiply + _scoreSetting.floorTypeNoFishIncrease; break; case PedestalType.Pedestal_01_1_Fish: increaseScore = _scoreSetting.basicScore * _scoreSetting.floorTypeOneFishMultiply + _scoreSetting.floorTypeOneFishIncrease; break; case PedestalType.Pedestal_01_3_Fish: increaseScore = _scoreSetting.basicScore * _scoreSetting.floorTypeThreeFishMultiply + _scoreSetting.floorTypeThreeFishIncrease; break; } UnityEngine.Debug.LogError("Normal score : " + increaseScore); Score += increaseScore; //OnScoreIncrease?.Invoke(increaseScore); //OnScoreUpdate?.Invoke(Score); OnScoreUpdate?.Invoke(Score, increaseScore); } _hasPassLayer = false; _continousPowerupFloorCount = 0; }
public virtual bool SaveScore(int _score) { bool bBestScore = GameInstance.Instance.CheckIsHighScore(_score); int _bestScore = GameInstance.Instance.SaveScore(score); OnScoreUpdate?.Invoke(score, _bestScore); GameInstance.Instance.SavePlayerData(); return(bBestScore); }
public void Score(int score) { _score += score; OnScoreUpdate?.Invoke(_score); if (_score > _highScore) { _highScore = _score; OnHighScoreUpdate?.Invoke(_highScore); SaveValue(HIGH_SCORE_SAVE, _highScore); } }
/// <summary> /// Resolves the round and update results /// </summary> void ResolveRound() { _gameManager.ResolveRound(); StartCoroutine(BlockButtons()); int humanScore = _gameManager.Human.Score; int aiScore = _gameManager.AIPlayer.Score; StepType humanStep = _gameManager.Human.LastStep; StepType aiStep = _gameManager.AIPlayer.LastStep; OnScoreUpdate?.Invoke(humanScore, aiScore); OnRoundLog?.Invoke(_gameManager.LastRoundResult, _gameManager.Human.LastStep, _gameManager.AIPlayer.LastStep, humanScore, aiScore); }
////OTHER METHODS/////////////// public void Goomba() { if (goombaLastKillTimer > 0.5f) //If Goomba was killed more than 0.5 seconds ago, we don't care about it { goombaKillSpreeCounter = 0; } score += (100 * (2 * goombaKillSpreeCounter)); //More killing, more score if (goombaKillSpreeCounter == 0) //Score that we add if no Goomba was killed in the last 0.5 seconds { score += 100; } goombaKillSpreeCounter++; goombaLastKillTimer = 0f; OnScoreUpdate?.Invoke(score); }
public override void Kill(CharId?killerCharID, CharId victim) { // update score if (killerCharID != null) { CharId c_killerCharID = (CharId)killerCharID; _charactersValue[c_killerCharID]++; OnScoreUpdate?.Invoke(CharactersValueArray, valueForVictory); } EventController.Instance.OnKill(); CameraShake.Instance.Shake(); CheckForNewMVP(killerCharID); CheckForVictory(); // at the end, because it trigger an event base.Kill(killerCharID, victim); }
/// <summary> /// Call this method when enemy is downed. /// </summary> /// <param name="enemyType">Enemy type.</param> private void BaseEnemyController_OnOnEnemyDied(EnemyType enemyType) { switch (enemyType) { case EnemyType.Blue: _currentScore += _BlueScore; break; case EnemyType.Red: _currentScore += _RedScore; break; case EnemyType.Green: _currentScore += _GreenScore; break; } OnScoreUpdate?.Invoke(_currentScore); if (_isPause == false && TotalActiveEnemy <= 0 && _isAllSpawned) { _isPause = true; OnStageClear?.Invoke(); } }
void InitGameManager() { _gameManager = new GameManager(_human, _aiPlayer); OnScoreUpdate?.Invoke(_gameManager.Human.Score, _gameManager.AIPlayer.Score); }
public static void TriggerScore(int score) { OnScoreUpdate?.Invoke(score); }
void IncreaseScore() { score += scoreIncrease; OnScoreUpdate?.Invoke(score); }
public void Mushroom() { score += 1000; OnScoreUpdate?.Invoke(score); }
public void Brick() { score += 50; OnScoreUpdate?.Invoke(score); }
public void AddToScore(int scoreToAdd) { score += scoreToAdd; PlayerPrefs.SetInt("TotalMined", PlayerPrefs.GetInt("TotalMined") + 1); OnScoreUpdate?.Invoke(this, EventArgs.Empty); }