Esempio n. 1
0
    private void UpdatePlayerScoresArray()
    {
        Array.Sort(playerScores); // Even though the aray *should* be sorted, we sort here incase it was initialized out-of-order via the property inspector

        ScoreElement newScore     = new ScoreElement(PlayerPrefs.GetString("PlayerName", GameManager.Instance.defaultPlayerName), Time.timeSinceLevelLoad - startTimeOffset, currentLevelScore);
        float        newScoreRank = newScore.CalculateScoreRank();

        for (int i = 0; i < playerScores.Length; i++)
        {
            bool  hasInserted      = false;
            float currentScoreRank = playerScores[i].CalculateScoreRank();

            if (newScoreRank > currentScoreRank)
            {
                hasInserted = true;
                currentPlayerScoresEntryIndex = i;

                for (int j = i; j < playerScores.Length; j++)
                {
                    ScoreElement temp = playerScores[j];
                    playerScores[j] = newScore;
                    newScore        = temp;
                }
            }

            if (hasInserted) // If we've inserted the new element, we're done
            {
                break;
            }
        } // End score insertion loop

        SaveScores();
    }
Esempio n. 2
0
    // Compares this object with the received object:
    //      If this.score > otherScore, return 1
    //      If this.score == otherScore, return 0
    //      If this.score < otherScore, return -1
    public int CompareTo(object obj)
    {
        if (obj == null)
        {
            return(1);
        }

        ScoreElement otherScore = (ScoreElement)obj;

        return((int)Mathf.Sign(otherScore.CalculateScoreRank() - this.CalculateScoreRank())); // Rank is calculated as: points - (time in seconds)
    }