public void SaveStarTypeForLevel(int level, StarTypes type, bool completed) { int complete = 0; if (completed) { complete = 1; } PlayerPrefs.SetInt("Level" + level + "Star" + type, complete); }
protected override float GetStarProbabilityModifier(StarTypes starType) { switch (starType) { case StarTypes.White: return(3.0f); default: return(0); } }
public bool CheckForStar(StarTypes starType) { bool result = false; switch (starType) { case StarTypes.COMPLETED: result = completed; Debug.Log("compled this level"); break; case StarTypes.ALLKILL: result = (killCount == totalEnemyInLevel); break; case StarTypes.NOKILL: result = noKill; break; case StarTypes.PICKBRIEFCASE: result = briefCase; break; case StarTypes.PLAYERMOVES: result = playerMoves < maxPlayerMoves; break; case StarTypes.KILLDOGS: result = killalldogs; break; case StarTypes.NOKILLDOGS: result = killnodogs; break; } return(result); }
/// <summary> /// /// </summary> /// <param name="starType"></param> /// <param name="value"></param> public void SetStar(StarTypes starType, int value) { if (starType == StarTypes.Collection) mCollectableStars = value; else if (starType == StarTypes.Death) mDeathStars = value; else mTimeStars = value; }
/// <summary> /// Gets the star. /// </summary> /// <param name="starType">Type of the star.</param> /// <returns></returns> public int GetStar(StarTypes starType) { int starCount = 0; if (starType == StarTypes.Collection) starCount = mCollectableStars = Math.Max(mCollectableStars, Level.CollectionStar); else if (starType == StarTypes.Death) starCount = mDeathStars = Math.Max(mDeathStars, Level.DeathStar); else starCount = mTimeStars = Math.Max(mTimeStars, Level.TimerStar); return starCount; }
/// <summary> /// Gets the goal. /// </summary> /// <param name="starType">Type of the star.</param> /// <returns></returns> public int GetGoal(StarTypes starType) { if (starType == StarTypes.Collection) return mGoalCollectable; else if (starType == StarTypes.Death) return 0; else return mGoalTime; }
public bool ReadStarTypeForLevel(int level, StarTypes type) { return(saveController.ReadStarTypeForLevel(level, type)); }
public void SaveStarTypeForLevel(int level, StarTypes type, bool completed) { saveController.SaveStarTypeForLevel(level, type, completed); }
public bool ReadStarTypeForLevel(int level, StarTypes type) { return(PlayerPrefs.GetInt("Level" + level + "Star" + type, 0) == 1); }
/// <summary> /// /// </summary> /// <param name="starType"></param> /// <param name="value"></param> public void SetStar(StarTypes starType, int value) { if (starType == StarTypes.Collection) CollectStar = value; else if (starType == StarTypes.Death) DeathStar = value; else TimerStar = value; }
/// <summary> /// Gets the star. /// </summary> /// <param name="starType">Type of the star.</param> /// <returns></returns> public int GetStar(StarTypes starType) { var starCount = 0; if (starType == StarTypes.Collection) starCount = CollectStar = Math.Max(CollectStar, Level.CollectionStar); else if (starType == StarTypes.Death) starCount = DeathStar = Math.Max(DeathStar, Level.DeathStar); else starCount = TimerStar = Math.Max(TimerStar, Level.TimerStar); return starCount; }
public Star(string name, int radius = 20, StarTypes type = StarTypes.Yellow) : base(name, radius) { Type = type; }
protected abstract float GetStarProbabilityModifier(StarTypes starType);
public float GetStarProbability(StarTypes starType) { return(_baseProbabilities[starType] + GetStarProbabilityModifier(starType)); }