예제 #1
0
    public void ChangeStars()
    {
        //Get the amount of stars of the current level and display them
        starsToDisplay = currentLevel.currentStars;

        switch (starsToDisplay)
        {
        case 0:
            Star0.SetActive(true);
            break;

        case 1:
            Star0.SetActive(false);
            Star1.SetActive(true);
            break;

        case 2:
            Star1.SetActive(false);
            Star2.SetActive(true);
            break;

        case 3:
            Star2.SetActive(false);
            Star3.SetActive(true);
            break;
        }
    }
예제 #2
0
    public void countPoints()
    {
        Time.timeScale = 0; //Pausa spelet och tiden
        int numSaved = 0;

        Points += timeFactor * countdownScript.getTimeLeft();
        victims = GameObject.FindGameObjectsWithTag("Victim");
        foreach (GameObject victim in victims)
        {
            victimParam = victim.GetComponent <Parameters>();
            Dictionary <string, object> ParamDic = victimParam.getParamHash();
            if ((string)ParamDic["SetPrio"] == "unset")
            {
                Points -= unSetTriagePenelty;
            }
            else if ((string)ParamDic["SetPrio"] == ParamDic["prio"].ToString().ToLower())
            {
                Debug.Log("Correct");
                numSaved += 1;
                Points   += correctTriagePoint;
            }
            else if ((string)ParamDic["SetPrio"] != ParamDic["prio"].ToString().ToLower())
            {
                Debug.Log("incorrect");
                Points -= incorrectTriagePenelty;
            }
            if ((bool)ParamDic["Bleeding"] == true)
            {
                Debug.Log("Bleeding");
                Points -= incorrectTriagePenelty;
            }
            //Debug.Log(ParamDic["prio"]+" : "+ParamDic["SetPrio"]);
        }
        foreach (GameObject item in GameOverList)
        {
            item.SetActive(true);
        }
        //Behöver göras dynamisk när vi har fler levels

        if (Points <= 0)
        {
            PointRatio = 0;
        }
        else
        {
            PointRatio = Points; //Kvot för nuv. poäng genom tot. möjliga poäng * 100
        }

        PointsTxt.text = PointRatio.ToString();
        LevelTxt.text  = "1";
        int starCapPoint = victims.Length * correctTriagePoint;

        Debug.Log(PointRatio + " : " + starCapPoint);
        if (PointRatio > starCapPoint * 0.25f)
        {
            Star1.SetActive(true);
        }

        if (PointRatio > starCapPoint * 0.5f)
        {
            Star2.SetActive(true);
        }

        if (PointRatio >= starCapPoint)
        {
            Star3.SetActive(true);
        }
    }