public void Restart() { CurrentScore = 0; OnScoreChange?.Invoke(CurrentScore); isNewHigh = false; }
private void onScoreChanges() { if (OnScoreChange != null) { OnScoreChange.Invoke(); } }
private void OnBulletHitPlayer(int score) { playerScore += score; OnScoreChange?.Invoke(score); // UnityEngine.Debug.Log("SCORE: " + playerScore); }
public void AddScore(int increase) { if (increase >= 0) { currentScore += increase; OnScoreChange.Invoke(); } }
public void SubtractScore(double value) { score -= value; if (OnScoreChange != null) { OnScoreChange.Invoke(); } }
public void AddScore(double value) { score += value; if (OnScoreChange != null) { OnScoreChange.Invoke(); } }
public void SetScore(double newScore) { score = newScore; if (OnScoreChange != null) { OnScoreChange.Invoke(); } }
public virtual int AddScore(int _value = 1) { score += _value; OnScoreChange?.Invoke(score); return(score); }
private void OnTriggerEnter2D(Collider2D other) { if (other.CompareTag("Obstacle") && !gameOver) { score++; OnScoreChange?.Invoke(score); } }
private void AddScore(LifeCycleController lifeCycleController) { lifeCycleController.OnDestroy -= AddScore; if (GameManager.Instance.IsFinished) { return; } Score += lifeCycleController.GetComponent <ScoreReward>().reward; OnScoreChange?.Invoke(Score); }
private void Update() { if (maxScore < score) { maxScore = score; } OnMaxScoreChange?.Invoke(maxScore); OnScoreChange?.Invoke(score); }
private void GetPointForAsteroid(int value) { _score += value; OnScoreChange?.Invoke(_score); if (_score < targetPointForNewHp) { return; } _playerHealthComponent.IncreaseHealthPoint(); targetPointForNewHp += _initTargetPoint; }
private void AddScore(int score) { this.score += score; OnScoreChange?.Invoke(this.score); if (FindObjectsOfType <Brick>().Length == 1) { OnLevelPause?.Invoke(false); OnLevelWin?.Invoke(level); } }
void AddEnemyVehicleScore(Enemies.EnemyVehicleData data, Transform enemyPosition, GameObject initiator) { // if initiator is player, count score // if (initiator == gameObject) { currentScore.DestroyedVehiclesAmount++; currentScore.ScorePoints += data.Score; OnScoreChange?.Invoke(currentScore); OnDestroyVehicle?.Invoke(enemyPosition); } }
void AddEnemyScore(Enemies.EnemyData data, Transform enemyPosition, GameObject initiator) { // if initiator is player, count score if (initiator == gameObject) { currentScore.KillsAmount++; currentScore.ScorePoints += data.Score; OnScoreChange?.Invoke(currentScore); OnKill?.Invoke(enemyPosition); } }
public void ChangeScore(int nPoints) { Score += (nPoints * _scoreMultiply); if (Score < 0) { ClearScore(); } if (OnScoreChange != null) { OnScoreChange.Invoke(); } }
public void SubmitPoints(int pieces) { CurrentScore += _pointsPerPiece * pieces; OnScoreChange?.Invoke(CurrentScore); if (CurrentScore > HighScore) { isNewHigh = true; _highScore.Value = CurrentScore; OnHighScoreChange?.Invoke(CurrentScore); } }
private void SetScore(int score) { _score = score; OnScoreChange?.Invoke(score); // TODO: Move this to when the player completes a level, or a game over is reached // TODO: High Score only should change when the player is done playing // TODO: (and then set it in Player Prefs) if (_score > _highScore) { _highScore = _score; SaveHighScore(); OnHighScoreChange?.Invoke(_highScore); } }
public void RecieveArrowHit(float precision) { Judgement j = judgementMeasurements.JudgeHit(precision); if (OnJudgementChange != null) { OnJudgementChange.Invoke(j.name); } // Hope this works D: percentage += ((((float)j.amountOfJudgements - j.judgePosition) / j.amountOfJudgements) / noteData.GetNoteCount) * 100; if (OnScoreChange != null) { OnScoreChange.Invoke(percentage); } }
/// <summary> /// Reinit player /// </summary> /// <param name="position">where to spawn player</param> /// <param name="defaultVehicleSpeed">if false, speed of player's vehicle will be zero</param> public void Reinit(Vector3 position, bool defaultVehicleSpeed = true) { gameObject.SetActive(true); transform.position = position; Health = MaxHealth; // reset score currentScore = new GameScore(Vehicle.MaxHealth); // reset vehicle Vehicle.Reinit(!defaultVehicleSpeed); CameraShaker.Instance?.ResetAnimation(); State = PlayerState.Ready; OnPlayerStateChange(State); OnScoreChange?.Invoke(currentScore); }
void OnTriggerEnter2D(Collider2D other) { switch (other.tag) { case "PointObject": if (OnScoreChange != null) { OnScoreChange.Invoke(1); //When create a point object script add variable for point value Manager <SoundManager> .Instance.PlaySoundEffect(SoundManager.SoundEffect.Pickup); } Destroy(other.gameObject); //When create a point object script create destroy object function to call break; case "EndLevel": if (OnLevelEnd != null) { OnLevelEnd.Invoke(); Manager <SoundManager> .Instance.PlaySoundEffect(SoundManager.SoundEffect.EndLevel); } break; case "DestroyPlayer": if (OnPlayerDestroyed != null) { OnPlayerDestroyed.Invoke(); Manager <InputManager> .Instance.OnCharacterRelease -= ReleaseCharacter; Manager <InputManager> .Instance.OnMoveLeft -= MoveLeft; Manager <InputManager> .Instance.OnMoveRight -= MoveRight; Manager <InputManager> .Instance.OnJump -= Jump; Destroy(this.gameObject); } break; default: break; } }
void Start() { cycloneConfig = new CycloneConfig(cycloneParent); levelManager = new LevelManager(levelParent, this); cameraManager = new CameraManager(Camera.main, this); cycloneConfig.speed = 10; cycloneConfig.maxPull = 4; cycloneConfig.innerRadius = 10; cycloneConfig.outerRadius = 30; scoreDelegate += scaleScore; //levelManager.loadLevel(1); foreach (EndZone e in FindObjectsOfType <EndZone>()) { endzoneDictionary.Add(e.assocTeam, e); } blackPanel.color = Color.clear; gameEndText.color = Color.clear; endScore.color = Color.clear; numShots.color = Color.clear; finalMessage.color = Color.clear; cameraManager.tutorialCameraAnim(); //levelManager.loadLevel(1); }
public void BroadcastScoreChange(Player changedPlayer, int changeBy) { OnScoreChange?.Invoke(changedPlayer, changeBy); }
public static void ReportScoreChange(int _val) { OnScoreChange?.Invoke(_val); }
// When a collectable is picked up // Update the score private void OnCollectablePickup(Collectable collectable) { Score += collectable.Score; OnScoreChange?.Invoke(); }
// When a ghost dies, update the score private void OnGhostDeath() { Score += 100; OnScoreChange?.Invoke(); }
void IncrementLvlScore(float nothing) { numberOfLvlScore++; OnScoreChange.Invoke(numberOfLvlScore); }
private void CalculateNewScore() { //bool isHaveScoreLevel = false; ScoreData.ScoreLevel playerScoreLevel = ScoreData.ScoreLevel.Regular; if (perfectSlicing) { playerScoreLevel = ScoreData.ScoreLevel.Awesome; Debug.Log("PERFECT!"); } else { //We get a list of the real sizes of all slices, determine their overall size and then modify the list so that it will contain the percentage rather than real size List <double> slicesInPercentage = SlicesSizesInDoubles(); double overallSize = 0; // get overall size for (int i = 0; i < slicesInPercentage.Count; i++) { overallSize += slicesInPercentage[i]; } // calculate the (new) percetage for (int i = 0; i < slicesInPercentage.Count; i++) { slicesInPercentage[i] = ((slicesInPercentage[i] / overallSize) * 100); Debug.Log("slicesInPercentage[i] = " + (slicesInPercentage[i])); } List <double> differences = new List <double>(); // if fractions bool isFractions = (currentLevel.Cakes[currentCakeIndex].fractions != null && currentLevel.Cakes[currentCakeIndex].fractions.Length > 0); if (isFractions) { Fraction[] fractions = currentLevel.Cakes[currentCakeIndex].fractions; List <double> slicesSupposedToBeInPercentage = new List <double>(); for (int i = 0; i < fractions.Length; i++) { double sliceSupposedToBeInPercentage = ((double)fractions[i].numerator / (double)fractions[i].denominator) * 100; Debug.Log("sliceSupposedToBeInPercentage = " + sliceSupposedToBeInPercentage); slicesSupposedToBeInPercentage.Add(sliceSupposedToBeInPercentage); } //List<ScoreData.ScoreLevel> scoreLevels = new List<ScoreData.ScoreLevel>(); foreach (double sliceSupposedToBeInPercentage in slicesSupposedToBeInPercentage) { double difference; double smallestDifference = 100; int smallestDifferenceIndex = 0; for (int i = 0; i < slicesInPercentage.Count; i++) { difference = Math.Abs(slicesInPercentage[i] - sliceSupposedToBeInPercentage); if (difference < smallestDifference) { smallestDifference = difference; smallestDifferenceIndex = i; } } Debug.Log("smallestDifference = " + smallestDifference); slicesInPercentage.RemoveAt(smallestDifferenceIndex); differences.Add(smallestDifference); //ScoreData.ScoreLevel sliceScoreLevel = ScoreData.ScoreLevel.Regular; } } else { double sliceSupposedToBeInPercentage = ((1 / (double)currentLevel.Cakes[currentCakeIndex].numberOfSlices) * 100); Debug.Log("sliceSupposedToBeInPercentage = " + sliceSupposedToBeInPercentage); for (int i = 0; i < slicesInPercentage.Count; i++) { differences.Add(Math.Abs(slicesInPercentage[i] - sliceSupposedToBeInPercentage)); } } double differencesAverage = 0; for (int i = 0; i < differences.Count; i++) { differencesAverage += differences[i]; } differencesAverage /= differences.Count; Debug.Log("differencesAverage = " + differencesAverage); ScoreData.ScoreLevel[] ScoreLevelArr = (ScoreData.ScoreLevel[])Enum.GetValues(typeof(ScoreData.ScoreLevel)); foreach (ScoreData.ScoreLevel possibleScoreLevel in ScoreLevelArr) { if (possibleScoreLevel != ScoreData.ScoreLevel.Regular)//might not be nesssry { if (differencesAverage <= (double)possibleScoreLevel) { playerScoreLevel = possibleScoreLevel; break; } } } //Phew.... } Debug.Log(playerScoreLevel.ToString()); int bonuslessScoreToAdd = (int)Enum.Parse(typeof(ScoreData.ScorePointsByLevel), playerScoreLevel.ToString()); bonuslessScoreToAdd = (int)((double)bonuslessScoreToAdd * (ScoreData.NumberOfSlicesScoreNormaliser * slicesToSlice)); int bonus = 0; if (playerScoreLevel == ScoreData.ScoreLevel.Awesome) { bonus = comboCounter * ScoreData.COMBO_MULTIPLIER; comboCounter++; } else { comboCounter = 0; } if (PowerUps.goldenKnifeIsActive) { Debug.Log("goldenKnifeIsActive, multiplyin score."); bonuslessScoreToAdd *= 2; //TODO: do we care whter this is hardcoded or not? bonus *= 2; //TODO: do we care whter this is hardcoded or not? } OnScoreChange?.Invoke(bonuslessScoreToAdd, bonus, playerScoreLevel); //comboCounter = (playerScoreLevel == ScoreData.ScoreLevel.Awesome ? (comboCounter + 1) : 0); Debug.Log("comboCounter = " + comboCounter); Debug.Log("scoreToAdd = " + (bonuslessScoreToAdd + bonus)); }
private void ScoreChanged(int score) { OnScoreChange?.Invoke(score); }
public void AddScore(int ScoreToAdd) { score += ScoreToAdd; OnScoreChange?.Invoke(score); }