コード例 #1
0
    private void LateUpdate()
    {
        int currentLevel       = Player_LevelWallet.currentLevel;
        int pickupsToNextLevel = Player_LevelWallet.PickupsRequiredForNextLevel();

        int pickupsGot;

        if (Player_LevelWallet.currentLevel > 0)
        {
            pickupsGot = Player_LevelWallet.grandTotalPickups - Player_LevelWallet.GetTotalPickupsRequiredForLevel(Player_LevelWallet.currentLevel - 1);
        }
        else
        {
            pickupsGot = Player_LevelWallet.grandTotalPickups;
        }

        print(Player_LevelWallet.grandTotalPickups);

        text.text = pickupsGot + "/" + pickupsToNextLevel;
        float value = Mathf.Clamp01((float)pickupsGot / (float)pickupsToNextLevel);

        if (value < cachedValue)
        {
            cachedValue = value;
        }
        else
        {
            cachedValue = Mathf.Lerp(cachedValue, value, sliderSpeed * Time.deltaTime);
        }

        levelText.text = "power level " + (currentLevel + 1);

        bar.fillAmount = cachedValue;
    }
コード例 #2
0
    private void Awake()
    {
        instance = this;

                #if UNITY_EDITOR
        if (levelValues.Length != maxLevel)
        {
            Debug.LogWarning("Player_LevelWallet.cs warning: not all levels have levelup values!", this);
            if (levelValues.Length > maxLevel)
            {
                for (int count = levelValues.Length; count-- > maxLevel;)
                {
                    levelValues [count] = Mathf.Max(levelValues [maxLevel - 1], levelValues [count]);
                }
            }
        }
                #endif

        player = GetComponent <Controller> ();
        SetLevel(0);
    }
コード例 #3
0
    static public void ResetLevel()
    {
        if (!instance.player.activeInHierarchy)
        {
            instance.player.SetActive(true);
        }

        Pickup_Manager.ResetPickups();
        Player_LevelWallet.grandTotalPickups = 0;

        Player_LevelWallet.SetLevel(0);
        Player_SpawnPoint.ResetPlayerPosition();

        if (instance.deathMenu.activeInHierarchy)
        {
            instance.deathMenu.SetActive(false);
        }

        Controller.ResetTimer();

        instance.playerController.ResetPlayer();
    }
コード例 #4
0
 public void ActivatePickup()
 {
     // Increment level counter and get rid of the pickup
     Player_LevelWallet.IncrementPickupCounter(pickupValue);
     gameObject.SetActive(false);
 }