SetScore() public method

public SetScore ( int score ) : void
score int
return void
Exemplo n.º 1
0
        protected override JobHandle OnUpdate(JobHandle inputDeps)
        {
            // take input and move the player
            float h = Input.GetAxis("Horizontal");
            float v = Input.GetAxis("Vertical");

            PlayerUpdateJob playerMoverJob = new PlayerUpdateJob()
            {
                h  = h,
                v  = v,
                dt = Time.deltaTime,
                healthDegenRate = healthDegenRate,
            };

            JobHandle jobHandle = playerMoverJob.Schedule(this, inputDeps);

            if (Input.GetMouseButtonDown(0)) // left click
            {
                // bullet was fired, finish the player job first
                jobHandle.Complete();
                float3 clickPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);

                Translation playerPosition = GetComponentDataFromEntity <Translation>(true)[GameHandler.playerEntity];

                BulletFireJob fireBulletJob = new BulletFireJob()
                {
                    clickPos  = clickPos,
                    playerPos = playerPosition.Value,
                };

                jobHandle = fireBulletJob.Schedule(this, jobHandle);
            }

            jobHandle.Complete();

            // update ui elements based on player data
            Player player = GetComponentDataFromEntity <Player>(true)[GameHandler.playerEntity];

            hud.SetScore(player.score);

            Health playerHealth = GetComponentDataFromEntity <Health>(true)[GameHandler.playerEntity];

            hud.SetHealth(playerHealth.curr);

            if (playerHealth.curr <= 0)
            {
                // player died, end the game
                hud.ShowGameOver();
            }

            return(jobHandle);
        }
Exemplo n.º 2
0
        protected override JobHandle OnUpdate(JobHandle inputDeps)
        {
            // take input and move the player
            float h = Input.GetAxis("Horizontal");
            float v = Input.GetAxis("Vertical");

            float dt        = World.Time.DeltaTime;
            float degenRate = healthDegenRate;

            JobHandle jobHandle = Entities
                                  .WithAll <Player>()
                                  .ForEach((Entity entity, int entityInQueryIndex, ref Movement movement,
                                            ref Translation position, ref BoundingVolume vol, ref HealthFloat health) =>
            {
                movement.direction.x = h;
                movement.direction.y = v;
                movement.direction   = math.normalizesafe(new float3(h, v, 0));
                movement.direction.z = 0;

                position.Value   += movement.direction * movement.speed * dt;
                vol.volume.center = position.Value;

                // decrease health
                health.curr -= dt * degenRate;
            }).Schedule(inputDeps);

            if (Input.GetMouseButtonDown(0)) // left click
            {
                // bullet was fired, finish the player job first
                jobHandle.Complete();
                float3 clickPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);

                Translation playerPosition = GetComponentDataFromEntity <Translation>(true)[GameHandler.playerEntity];

                bool foundBullet = false;

                Entities.ForEach((Entity entity, int entityInQueryIndex, ref Bullet bullet,
                                  ref Movement movement, ref Translation position, ref BoundingVolume vol) =>
                {
                    if (!foundBullet && !bullet.isActive)
                    {
                        bullet.isActive      = true;
                        vol.volume.center    = position.Value = playerPosition.Value;
                        movement.speed       = 7;
                        movement.direction   = math.normalizesafe(clickPos - playerPosition.Value);
                        movement.direction.z = 0;

                        foundBullet = true;
                    }
                }).Run();
            }

            jobHandle.Complete();

            // update ui elements based on player data
            Player player = GetComponentDataFromEntity <Player>(true)[GameHandler.playerEntity];

            hud.SetScore(player.score);

            HealthFloat playerHealth = GetComponentDataFromEntity <HealthFloat>(true)[GameHandler.playerEntity];

            hud.SetHealth(playerHealth.curr);

            if (playerHealth.curr <= 0)
            {
                // player died, end the game
                hud.ShowGameOver();
            }

            return(jobHandle);
        }