Esempio n. 1
0
    public void GetReward()
    {
        ProgressStates state = GetProgressState();

        switch (state)
        {
        case ProgressStates.Progressable:
            if (userProgress < userPrizes.Count)
            {
                userProgress++;
                GiveReward();
            }
            else if (userProgress == userPrizes.Count)
            {
                GiveReward();
            }

            break;

        case ProgressStates.ResetProgress:
            userProgress = 1;
            GiveReward();
            break;

        case ProgressStates.NoProgress:
            break;

        default:
            break;
        }

        SaveToDB();
    }
Esempio n. 2
0
        protected override bool OnLevelChange(int level)
        {
            // level goes from 0 to 10000 but the number of colors divides 10000
            // so we need to do that hack that maps level 10000 to level 0
            int animationLevel = level == _maxLevel ? 0 : level;

            // state
            int stateForLevel = (int)(animationLevel / _maxLevePerCircle);

            System.Array a = Enum.GetValues(typeof(ProgressStates));
            _currentState = (ProgressStates)a.GetValue(stateForLevel);

            // colors
            ResetColor(_currentState);
            int levelForCircle = (int)(animationLevel % _maxLevePerCircle);

            bool halfPassed;

            if (!_goesBackward)
            {
                halfPassed = levelForCircle != (int)(animationLevel % (_maxLevePerCircle / 2));
            }
            else
            {
                halfPassed     = levelForCircle == (int)(animationLevel % (_maxLevePerCircle / 2));
                levelForCircle = (int)(_maxLevePerCircle - levelForCircle);
            }

            if (!halfPassed)
            {
                _abovePaint.Color = _secondHalfPaint.Color;
            }
            else
            {
                _abovePaint.Color = _firstHalfPaint.Color;
            }

            // invalidate alpha (Paint#setAlpha is a shortcut for setColor(alpha part)
            // so alpha is affected by setColor())
            SetAlpha(_alpha);

            // axis
            _axisValue = (int)(_controlPointMinimum + (_controlPointMaximum - _controlPointMinimum) * (levelForCircle / _maxLevePerCircle));

            return(true);
        }
		protected override bool OnLevelChange (int level)
		{
			// level goes from 0 to 10000 but the number of colors divides 10000
			// so we need to do that hack that maps level 10000 to level 0
			int animationLevel = level == _maxLevel ? 0 : level;

			// state
			int stateForLevel = (int) (animationLevel / _maxLevePerCircle);
			System.Array a= Enum.GetValues (typeof(ProgressStates));
			_currentState =(ProgressStates)a.GetValue(stateForLevel);

			// colors
			ResetColor(_currentState);
			int levelForCircle = (int) (animationLevel % _maxLevePerCircle);

			bool halfPassed;
			if (!_goesBackward) {
				halfPassed = levelForCircle != (int) (animationLevel % (_maxLevePerCircle / 2));
			} else {
				halfPassed = levelForCircle == (int) (animationLevel % (_maxLevePerCircle / 2));
				levelForCircle = (int) (_maxLevePerCircle - levelForCircle);
			}
	
			if (!halfPassed) {
				_abovePaint.Color=_secondHalfPaint.Color;
			} else {
				_abovePaint.Color=_firstHalfPaint.Color;
			}

			// invalidate alpha (Paint#setAlpha is a shortcut for setColor(alpha part)
			// so alpha is affected by setColor())
			SetAlpha(_alpha);

			// axis
			_axisValue = (int) (_controlPointMinimum + (_controlPointMaximum - _controlPointMinimum) * (levelForCircle / _maxLevePerCircle));

			return true;
		}
Esempio n. 4
0
        private void ResetColor(ProgressStates currentState)
        {
            switch (currentState)
            {
            case ProgressStates.FOLDING_DOWN:
                _firstColor            = _color1;
                _secondColor           = _color2;
                _firstHalfPaint.Color  = Color.ParseColor("#0099CC");
                _secondHalfPaint.Color = Color.ParseColor("#C93437");
                _goesBackward          = false;
                break;

            case ProgressStates.FOLDING_LEFT:
                _firstColor            = _color1;
                _secondColor           = _color3;
                _firstHalfPaint.Color  = Color.ParseColor("#0099CC");
                _secondHalfPaint.Color = Color.ParseColor("#F7D23E");
                _goesBackward          = true;
                break;

            case ProgressStates.FOLDING_UP:
                _firstColor            = _color3;
                _secondColor           = _color4;
                _firstHalfPaint.Color  = Color.ParseColor("#F7D23E");
                _secondHalfPaint.Color = Color.ParseColor("#34A350");
                _goesBackward          = true;
                break;

            case ProgressStates.FOLDING_RIGHT:
                _firstColor            = _color2;
                _secondColor           = _color4;
                _firstHalfPaint.Color  = Color.ParseColor("#C93437");
                _secondHalfPaint.Color = Color.ParseColor("#34A350");
                _goesBackward          = false;
                break;
            }
        }
		private void ResetColor(ProgressStates currentState) {
			switch (currentState){
			case ProgressStates.FOLDING_DOWN:
				_firstColor = _color1;
				_secondColor = _color2;
				_firstHalfPaint.Color = Color.ParseColor ("#0099CC");
				_secondHalfPaint.Color=Color.ParseColor ("#C93437");
				_goesBackward=false;
				break;
			case ProgressStates.FOLDING_LEFT:
				_firstColor= _color1;
				_secondColor=_color3;
				_firstHalfPaint.Color=Color.ParseColor ("#0099CC");
				_secondHalfPaint.Color=Color.ParseColor("#F7D23E");
				_goesBackward=true;
				break;
			case ProgressStates.FOLDING_UP:
				_firstColor= _color3;
				_secondColor=_color4;
				_firstHalfPaint.Color=Color.ParseColor("#F7D23E");
				_secondHalfPaint.Color=Color.ParseColor("#34A350");
				_goesBackward=true;
				break;
			case ProgressStates.FOLDING_RIGHT:
				_firstColor=_color2;
				_secondColor=_color4;
				_firstHalfPaint.Color=Color.ParseColor ("#C93437");
				_secondHalfPaint.Color=Color.ParseColor("#34A350");
				_goesBackward=false;
				break;
			}
		}