public override void OnBattleEnded(BattleEndedEvent evnt) { for (int i = 0; i < behaviors.Count; ++i) { var behavior = behaviors[i]; behavior.OnBattleEnded(evnt); } }
/// <summary> /// Write match and performance data to file on battle ended /// </summary> /// <param name="evnt">The BattleEndedEvent to get data from</param> public override void OnBattleEnded(BattleEndedEvent evnt) { Console.WriteLine("-- Battle has completed --"); var fileName = GetType().Name + ".results"; var totalScore = evnt.Results.Score; // NOTE: this will be modified further var battleCount = 1; // this battle has completed try // grab data from file { using (var file = GetDataFile(fileName)) { if (file.Length != 0) { using (var reader = new StreamReader(file)) { totalScore += int.Parse(reader.ReadLine()); battleCount += int.Parse(reader.ReadLine()); } } } } catch (Exception e) { Console.WriteLine("File reading failed. It might not have any data yet. Exception message: " + e); } var avgScore = (double)totalScore / battleCount; // get a double value try { using (var file = GetDataFile(fileName)) { file.SetLength(0); using (var writer = new StreamWriter(file)) { writer.WriteLine(totalScore); // total score from all battles writer.WriteLine(battleCount); // number of battles writer.WriteLine(avgScore); // avg battle score } } } catch (Exception e) { Console.WriteLine("could not write data to file: " + e); } Console.WriteLine("My average battle score is " + avgScore); }
public override void OnBattleEnded(BattleEndedEvent evnt) { medKitTurnPast = 0; //WriteRound(); }
public override void OnBattleEnded(BattleEndedEvent evnt) { Out.WriteLine("BattleEnded!"); }
private void OnBattleEnded(BattleEndedEvent customEvent) { RemoveEnemy(customEvent.enemyArmy); }
public virtual void OnBattleEnded(BattleEndedEvent evnt) { }
public override void OnBattleEnded(BattleEndedEvent evnt) { }
private void OnBattleEnded(BattleEndedEvent customEvent) { DisplayArmy(customEvent.playerArmy); }
private void OnBattleEnded(BattleEndedEvent customEvent) { movementIsBlocked = false; needStarPathReset = true; }
private void OnBattleEnded(BattleEndedEvent customEvent) { gameObject.SetActive(false); }