//Checks to see if current or previosu rank is higher private bool CheckRating() { Debug.Log("compare"); for (int i = 0; i < AMS_ScoreController.letterRanks.Length; i++) { if (PlayerPrefs.GetString(saveLevelInfo) == AMS_ScoreController.letterRanks[i]) { oldRank = i; } if (AMS_ScoreController.GetScoreRank() == AMS_ScoreController.letterRanks[i]) { newRank = i; } //Incase a non valaid rank is earned it can be overwritten. if (PlayerPrefs.GetString(saveLevelInfo) == "" || PlayerPrefs.GetString(saveLevelInfo) == "6") { return(true); } } if (oldRank < newRank) { return(false); } else { return(true); } }
private void OnTriggerEnter(Collider other) { if (!movingUp && other.name == "MainPlayer") { AMS_ScoreController.increaseScore(scoreGainedOnCollection); var resourceController = GameObject.Find("Resource_Controller").GetComponent <AMS_ResourceController>(); if (resourceController != null) { resourceController.currentResources += resourceValue; resourceController.addedResources.text = "+ " + resourceValue; { StartCoroutine("InstantResourceGuiTimer"); // Debug.Log("Coroutine has started"); } } else { Debug.Log("Can't find resource controller"); } var aSwitcher = other.GetComponent <AudioSwitcherScript>(); if (aSwitcher != null) { aSwitcher.PlaySound(pickupSound); } else { Debug.Log("can't find audio switcher"); } movingUp = true; } }
public void OpenDoor() { AMS_ScoreController.increaseScore(scoreGainedUponOpening); moving = true; moved = true; // DoorAudioSource.clip = DoorSounds[0]; // DoorAudioSource.Play(); }
// Update is called once per frame void Update() { if (WereScoresDeleted == true) { AMS_ScoreController.GetScoreRank(); Debug.Log("Ranks should disappear"); SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex); } }
private void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "Door") { AMS_ScoreController.increaseScore(scoreGainedOnDeposit); Destroy(gameObject); //increment resource pool in here some where } }
public void OpenDoor() { AMS_ScoreController.increaseScore(scoreGainedUponOpening); moving = true; moved = true; DoorAudioSource.clip = DoorSounds[0]; DoorAudioSource.Play(); SetSpawnPoints(spawnPointsDisable, false); SetSpawnPoints(spawnPointsEnable, true); }
private void OnTriggerEnter(Collider col) { if (col.gameObject.tag == "Player") { PowerupPFI(); AMS_ScoreController.increaseScore(scoreGainedOnPickup); col.GetComponent <AMS_GunManagement>().powerup = powerupName; col.GetComponent <AMS_GunManagement>().powerupLength = powerupLength; col.GetComponent <AMS_GunManagement>().powerupMax = powerupLength; GameObject.FindObjectOfType <AudioSwitcherScript>().PlaySound(powerupSound); Destroy(gameObject); } }
//Used for trigger the death Sequence //KAE - a note on (string type). it doesn't seem to be used so I put "default" as the type on my TakeDamageUnfair() script. public void Death(string type) { ModifyScoreGain(type); //Increase Score if (scoreGainedOnDeath != 0) { AMS_ScoreController.increaseScore(scoreGainedOnDeath); } //Specialized Deaths if (gameObject.tag == "Player") { Debug.Log("Player DieDied"); ignoreDestroy = true; playerDead = true; amDead = true; } if (gameObject.tag == "Default_Enemy") { if (boss == true) { bossDead = true; } DefaultEnemyDeath(); } /* if (gameObject.tag == "StaticDefence") * { * ignoreDestroy = false; * } * if(gameObject.tag == "Turret") * { * // ignoreDestroy = false; * }*/ if (gameObject.tag == "Target") { TargetDeath(); } if (gameObject.GetComponent <AMS_Hive>() != null) { gameObject.GetComponent <AMS_Hive>().LastHive(); } //Default Death if (!ignoreDestroy) { if (gameObject.tag != "Hazard") { Destroy(gameObject); } } }
private void DisplayNewInfo(int i) { //Original Score if (i == 0) { resultText[0].text = "Score earned: " + AMS_ScoreController.score; } //Par Time if (i == 1) { resultText[1].text = "Par Time: " + ((int)AMS_ScoreController.parTimes[0] / 60).ToString() + ":" + (AMS_ScoreController.parTimes[0] % 60).ToString("f0"); } //Time Taken if (i == 2) { resultText[2].text = "Time Taken: " + ((int)AMS_ScoreController.timeTaken / 60).ToString() + ":" + (AMS_ScoreController.timeTaken % 60).ToString("f0"); } //Time Bonus Earned if (i == 3) { AMS_ScoreController.CompareTimeToPar(); resultText[3].text = "Time Bonus Earned: " + AMS_ScoreController.timeBonusEarned; } //Failure Text if (i == 4) { if (!AMS_ScoreController.victory) { resultText[4].text = "Score Failure Multiplier: 0%"; AMS_ScoreController.score = 0; } else { moreInfoTime = 0; } } //Final Score if (i == 5) { resultText[5].text = "Final Score: " + AMS_ScoreController.score; } //Rank if (i == 6) { resultText[6].text = AMS_ScoreController.GetScoreRank(); SaveScore(); goTolevelSelectButton.SetActive(true); } }
private void OnTriggerEnter(Collider col) { if (col.gameObject.tag == "Player") { if (gun != null) { gun.AddAmmo(type); } AMS_ScoreController.increaseScore(scoreGainedOnPickup); if (powerupSound != null) { GameObject.FindObjectOfType <AudioSwitcherScript>().PlaySound(powerupSound); } Destroy(gameObject); } }
void Update() { var dist = Vector3.Distance(transform.position, baseHealth.transform.position); if (dist <= baseDepositRange) { AMS_ScoreController.increaseScore(resourceValue); //increment resource pool in here some where resourceController.currentResources += resourceValue; resourceController.addedResources.text = "+ " + resourceValue; //added GUI update { StartCoroutine("GuiTimer"); } Destroy(gameObject); } }
//Save the score value private void SaveScore() { saveLevelInfo = "Score " + AMS_ScoreController.lastSceneName; //Check that the currently saved score is not higher if (PlayerPrefs.HasKey(saveLevelInfo)) { if (CheckRating()) { Debug.Log("New is higher"); PlayerPrefs.SetString(saveLevelInfo, AMS_ScoreController.GetScoreRank()); } else { Debug.Log("Old is higher"); } } else { Debug.Log("First time saving here"); PlayerPrefs.SetString(saveLevelInfo, AMS_ScoreController.GetScoreRank()); } }
private void AddScore(int value) { Debug.Log("this time the house LOSES!"); AMS_ScoreController.increaseScore(value); }
void Update() { if (playerIsActive)//to allow for killing the player controls { AMS_ScoreController.decreaseMultiplier(); currentSpeed = runSpeed; //this is the default movement speed if (Input.GetKeyDown(grabResourceKey) && handy) { if (carriedObj == null) { var dragables = FindObjectsOfType <DragScript>(); if (dragables.Length > 0) { var closestRange = Mathf.Infinity; DragScript closestDragable = null; foreach (DragScript dragable in dragables) { var dis = Vector3.Distance(transform.position, dragable.transform.position); if (dis < closestRange && dis < grabRange) { closestRange = dis; closestDragable = dragable; } }//find nearest in grab range if (closestDragable != null) { SetCarrying(closestDragable.gameObject); }//there is one to grab else { } //none to grab }//are there dragables in the scene }//wanting to pick up else { SetCarrying(null); } //wanting to drop } //player is trying to grab or drop maybe var gun = GetComponent <AMS_GunManagement>(); if (gun != null) { if (gun.reloading || gun.IsFiring()) { currentSpeed = walkSpeed; } else { currentSpeed = runSpeed; PlayerSprint(); } } else { Debug.Log("no gun found for movement calc"); } if (charCont.isGrounded) { heading = new Vector3(Input.GetAxisRaw("Horizontal"), 0, Input.GetAxisRaw("Vertical")); heading = heading.normalized * (currentSpeed * Time.deltaTime); }//only allow controls when player is grounded heading.y -= grav * Time.deltaTime; charCont.Move(heading); } }