public void UpdateTime(StatsDisplayView statsDisplayManager, float deltaTime) { secondsElapsed += deltaTime; if (secondsElapsed >= 60) { GameStateController.characterMetaDataController.characterMetaDataModel.minutesPlayed += 1; if (GameStateController.characterMetaDataController.characterMetaDataModel.minutesPlayed >= 60) { GameStateController.characterMetaDataController.characterMetaDataModel.hoursPlayed += 1; if (GameStateController.characterMetaDataController.characterMetaDataModel.hoursPlayed >= 24) { GameStateController.characterMetaDataController.characterMetaDataModel.daysPlayed += 1; statsDisplayManager.UpdatePlayTime(); } else { statsDisplayManager.UpdatePlayTime(); } } else { statsDisplayManager.UpdatePlayTime(); } secondsElapsed = 0; } }
public GameObject scfa; // not needed on //Todo make field change an event void Awake() { // if loaded through game scene, load save file 0, not needed on release if (GameStateController.playerController == null) { if (SceneFader.Instance == null) { // TODO was there a plan for sf after creating it, if not no need for container sf GameObject sf = Instantiate(scfa) as GameObject; } IOController ioc = new IOController(); ioc.Load(); } statsDisplayManager = GameObject.Find("Statistics").GetComponent <StatsDisplayView>(); EnemyView[] views = enemyPositions.GetComponentsInChildren <EnemyView>(); GameStateController.enemiesController.SetEnemyViews(views); }
public void ModifyCurrentDistance(StatsDisplayView statsDisplayManager, int direction) { if (direction == 1) // moved forward { GameStateController.characterMetaDataController.characterMetaDataModel.currentDistance = (float)System.Math.Round(GameStateController.characterMetaDataController.characterMetaDataModel.currentDistance + 0.1f, 1); if (GameStateController.characterMetaDataController.characterMetaDataModel.currentDistance > GameStateController.characterMetaDataController.characterMetaDataModel.maxDistance) { GameStateController.characterMetaDataController.characterMetaDataModel.maxDistance = GameStateController.characterMetaDataController.characterMetaDataModel.currentDistance; statsDisplayManager.UpdateMaxDistance(); } } else // moved back { GameStateController.characterMetaDataController.characterMetaDataModel.currentDistance = (float)System.Math.Round(GameStateController.characterMetaDataController.characterMetaDataModel.currentDistance - 0.1f, 1); } GameStateController.characterMetaDataController.characterMetaDataModel.sumDistance = (float)System.Math.Round(GameStateController.characterMetaDataController.characterMetaDataModel.sumDistance + 0.1f, 1); statsDisplayManager.UpdateSumDistance(); }