public override int GetSetValue(Scorepad scorepad) { //if we already have enough bows and arrows, just score it if (scorepad == null) { return(0); } int itemValue = GetComponent <Item>().Value; if (scorepad.CanScoreRanged()) { return(itemValue); } //if we don't add this item to the tally if (RangedType == Type.ARROW) { scorepad.Arrows++; } else { scorepad.Bows++; } scorepad.RangedValue += itemValue; //if we have enough bows and arrows now, score this item along with the previous ones if (scorepad.CanScoreRanged()) { return(scorepad.RangedValue); } //if we still don't have enough this item has no value return(0); }
public void ScoreAll() { if (scored) { return; } Debug.Log("Score All"); Scorepad scorepad = new Scorepad(); for (int i = 0; i < inventorySize; i++) { ScoreAtIndex(i, scorepad); } scored = true; GameObject gameManagerObj = GameObject.FindGameObjectWithTag("Game Manager"); gameManagerObj.GetComponent <LevelManager>().EndGame(inventoryScore); //Save Score to Pref int level = SceneManager.GetActiveScene().buildIndex; int currentHighScore = PlayerPrefs.GetInt("Level" + level); if (currentHighScore < inventoryScore) { PlayerPrefs.SetInt("Level" + level, inventoryScore); } }
public override int GetSetValue(Scorepad scorepad) { Item.ItemSet?set = GetComponent <Item>().getSet(); int value = GetComponent <Item>().Value; if (set == null) { return(SetSize <= 1 ? value * SetMultiplier : value); } if (scorepad == null) { return(0); } scorepad.IncrementSetCount(set.Value); scorepad.IncreaseSetValue(set.Value, value * (SetMultiplier - 1)); if (scorepad.GetSetCount(set.Value) < SetSize) { return(value); } int setValue = scorepad.GetSetValue(set.Value); scorepad.ResetSet(set.Value); return(setValue + value); }
// Start is called before the first frame update void Start() { lwc = LWC.GetComponent <Lwc>(); rs = right.GetComponent <Scorepad>(); ls = left.GetComponent <Scorepad>(); rs.powerON = true; ls.powerON = true; if (rightscore > leftscore) { winscore = rightscore; } else { winscore = leftscore; lwc.change = true; GetComponent <CharaChange>().charachange = true; } sumscore = rightscore + leftscore; lwc.powerON = true; GetComponent <CharaChange>().powerON = true; Daizawin.GetComponent <DWupdown>().powerON = true; }
void ScoreAtIndex(int index, Scorepad scorepad) { Item item = Items[index]; if (item == null || item.Destroyed) { return; } if (!item.isInSet()) { inventoryScore += item.getValue(); } else { ItemModifier[] modifiers = item.GetComponents <ItemModifier>(); foreach (ItemModifier modifier in modifiers) { inventoryScore += modifier.GetSetValue(scorepad); } } Debug.Log("Total Score: " + inventoryScore); }
public virtual int GetSetValue(Scorepad scorepad) { return(0); }