private void UpdateDisplay() { UI_ScoringMultiplier.DisplayMultiplier(ScoreMultiplier); UI_ScoringMultiplier.DisplaySequenceCount(ScoreMultiplierCount); UI_Scoring.DisplaySequenceCount(score); // Debug.LogFormat("Sequence: {0}; Multiplier: {1}; Count: {2}", shot_sequence, ScoreMultiplier, ScoreMultiplierCount); }
private void OnEnemyKilled(LifeControl life) { var time_bonus = TimeBonus.GetBonusForTime(life.ScreenTime); var enemy_score = life.score_points_on_destroyed <= 0 ? life.TotalHitPoints : life.score_points_on_destroyed; var kill_points = time_bonus.points_amount + enemy_score; var total_points = kill_points * ScoreMultiplier; var screenPoint = life.gameObject.transform.position; UI_Scoring.DisplayEnemyPoint(screenPoint, enemy_score, time_bonus.name); score += total_points; UpdateDisplay(); }
public void DisplayKill(Vector3 position, int points, string bonusText) { this.rect.anchoredPosition3D = position; if (bonusText.Length == 0) { time_bonus_text.text = ""; } else { time_bonus_text.text = bonusText + "!"; } points_text.text = UI_Scoring.FormatScore(points); }
public void new_game() { if (state != State.ready) { return; } if (instruction_text) { instruction_text.gameObject.SetActive(false); } scoring.reset(); UI_Scoring.Display(true); level_progression = make_level_progression(); next_wave(); }
void Start() { current = this; UI_Scoring.Display(false); // Turn it off only at the beginning, then keep it that way after started. }