private string GetStoreItemDetailsBasedOnType(GameEnum.PlayerShipType type) { string details = ""; switch (type) { case GameEnum.PlayerShipType.PlayerType_1: details = "Initial Player .. Initially it has one gun and each 0.5 s it will shoot"; break; case GameEnum.PlayerShipType.PlayerType_2: details = "Second Player .. Initially it has one gun and each 0.4 s it will shoot"; break; case GameEnum.PlayerShipType.PlayerType_3: details = "Third Player .. Initially it has one gun and each 0.3 s it will shoot"; break; case GameEnum.PlayerShipType.PlayerType_4: details = "Fourth Player .. Initially it has one gun and each 0.2 s it will shoot"; break; case GameEnum.PlayerShipType.PlayerType_5: details = "Fifth Player .. Initially it has one gun and each 0.1 s it will shoot"; break; } return(details); }
private void AddPlayerShipTypeInAchievedList(GameEnum.PlayerShipType playerShipType) { if (_playerAChivedData == null) { return; } if (_playerAChivedData.achievedPlayerShipList == null) { _playerAChivedData.achievedPlayerShipList = new List <GameEnum.PlayerShipType>(); } _playerAChivedData.achievedPlayerShipList.Add(playerShipType); }
public bool IsShipTypeExistInAchievedShipList(GameEnum.PlayerShipType playerShipType) { if (GetAchievedPlayerShipList() == null) { return(false); } for (int i = 0; i < GetAchievedPlayerShipList().Count; i++) { if (GetAchievedPlayerShipList()[i] == playerShipType) { return(true); } } return(false); }
public void SetPlayerAchivedData(GameEnum.PlayerShipType shipType, GameEnum.GunType gunType) { AddPlayerShipTypeInAchievedList(shipType); AddPlayerGunTypeInAchivedList(gunType); }
public void SetPlayerType(GameEnum.PlayerShipType playerType) { _playerType = playerType; }