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();
        }
Esempio n. 3
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 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.
 }