public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) { Rect temp = EditorGUI.PrefixLabel(position, label); SerializedProperty prop = property.FindPropertyRelative("m_gut"); prop.stringValue = ObsecuredInt.Encode(EditorGUI.IntField(temp, ObsecuredInt.Decode(prop.stringValue))); }
private void Init() { m_currentLevel = 1; SpawnGeneration = 1; m_spawnTimeout = 0.0f; m_currentLevelTime = TIME_PER_LEVEL; m_currentBudget = STARTING_BUDGET; for (int i = 0; i < m_enemiesKilledCount.Length; ++i) { m_enemiesKilledCount[i] = 0; } }
void Awake() { g_instance = this; m_isSound = PlayerPrefs.GetInt("IsSound", 1) != 0; m_isFirstTime = PlayerPrefs.GetInt("IsFirstTime", 1) != 0; m_currentScore = new ObsecuredInt(PlayerPrefs.GetString("d64148fac8fb5fc0d1847723e5741e6c")); m_highScore = new ObsecuredInt(PlayerPrefs.GetString("5f3bf5b30938ae565eaa5ffeff1babe3")); m_purchasedAxe = new ObsecuredInt(PlayerPrefs.GetString("684c19d5b68aa835dc7444240d9bb309")); m_purchasedCossbow = new ObsecuredInt(PlayerPrefs.GetString("3a327194ca41d8ee1ceb4779da0200c8")); m_purchasedSnow = new ObsecuredInt(PlayerPrefs.GetString("cffd8be9288fab9d702c845368980cec")); m_purchasedFire = new ObsecuredInt(PlayerPrefs.GetString("7b0eacc9164c3e63ba470262763bc771")); }
void Awake() { g_instance = this; m_isSound = PlayerPrefs.GetInt("IsSound", 1) != 0; m_isFirstTime = PlayerPrefs.GetInt("IsFirstTime", 1) != 0; m_currentScore = new ObsecuredInt(PlayerPrefs.GetString("d64148fac8fb5fc0d1847723e5741e6c")); m_highScore = new ObsecuredInt(PlayerPrefs.GetString("5f3bf5b30938ae565eaa5ffeff1babe3")); m_purchasedAxe = new ObsecuredInt(PlayerPrefs.GetString("684c19d5b68aa835dc7444240d9bb309")); m_purchasedCossbow = new ObsecuredInt(PlayerPrefs.GetString("3a327194ca41d8ee1ceb4779da0200c8")); m_purchasedSnow = new ObsecuredInt(PlayerPrefs.GetString("cffd8be9288fab9d702c845368980cec")); m_purchasedFire = new ObsecuredInt(PlayerPrefs.GetString("7b0eacc9164c3e63ba470262763bc771")); }
private void Init() { m_currentLevel = 1; SpawnGeneration = 1; m_spawnTimeout = 0.0f; m_currentLevelTime = TIME_PER_LEVEL; m_currentBudget = STARTING_BUDGET; for (int i=0; i<m_enemiesKilledCount.Length; ++i ) { m_enemiesKilledCount[i] = 0; } }
public virtual void TakeHit(int damage) { m_HP -= damage; }