コード例 #1
0
    public void AddScore(Collider col)
    {
        oI             = col.gameObject.GetComponent <OrbInfo>();
        score         += oI.orbValue;
        scoreText.text = "Score: " + score;

        int oldHS = PlayerPrefs.GetInt("HighScore", 120);

        if (score > oldHS)
        {
            PlayerPrefs.SetInt("HighScore", score);
            highScoreText.text = "Best: " + score;
        }
        PlayerPrefs.Save();
    }
コード例 #2
0
    private List <OrbInfo> GetRequiredOrbs(List <Requirement> orbRequirements, Dictionary <string, int> quantityTable)
    {
        List <OrbInfo> requiredOrbs = new List <OrbInfo>();

        for (int reqIndex = 0; reqIndex < orbRequirements.Count; reqIndex++)
        {
            List <string> orbNames = _context.OrbManager.GetOrbNamesMatchingType(orbRequirements[reqIndex].orbType);
            int           required = orbRequirements[reqIndex].quantity;

            // go through each of those orb names, determine if it's in the quantity table, then extract orbInfo from there
            for (int orbIndex = 0; orbIndex < orbNames.Count; orbIndex++)
            {
                if (required == 0)
                {
                    break;
                }

                string orbName = orbNames[orbIndex];
                if (quantityTable.ContainsKey(orbNames[orbIndex]))
                {
                    int drawn = quantityTable[orbName];
                    if (drawn == 0)
                    {
                        continue;
                    }

                    Orb orb      = _context.OrbManager.GetOrbFromDictionary(orbName);
                    int numToAdd = required / orb.power;
                    if (numToAdd > 0)
                    {
                        required %= orb.power;
                        OrbInfo orbInfo = new OrbInfo();
                        orbInfo.orb_name = orbName;
                        orbInfo.quantity = numToAdd;
                        requiredOrbs.Add(orbInfo);
                    }
                }
            }
        }

        return(requiredOrbs);
    }