void DetermineUpdateRulestate(GameplayType gameplayType, out GameplayUpdateFn gameplayUpdateFn, out BaseGameplayRulestate currentRulestate) { gameplayUpdateFn = null; currentRulestate = null; switch (gameplayType) { case GameplayType.Bot: { gameplayUpdateFn = UpdateBotGameplay; currentRulestate = new BotGameplayRulestate(KickMissFeedback); } break; case GameplayType.Guitar: { gameplayUpdateFn = UpdateGuitarGameplay; currentRulestate = new GuitarGameplayRulestate(KickMissFeedback); } break; case GameplayType.Drums: { gameplayUpdateFn = UpdateDrumsGameplay; currentRulestate = new DrumsGameplayRulestate(KickMissFeedback); } break; default: { } break; } }
void UpdateUIStats(BaseGameplayRulestate currentRulestate) { BaseGameplayRulestate.NoteStats stats = currentRulestate.stats; uint noteStreak = stats.noteStreak; uint totalNotes = stats.totalNotes; uint notesHit = stats.notesHit; noteStreakText.text = noteStreak.ToString(); if (totalNotes > 0) { percentHitText.text = ((float)notesHit / (float)totalNotes * 100).Round(2).ToString() + "%"; } else { percentHitText.text = "0.00%"; } totalHitText.text = notesHit.ToString() + " / " + totalNotes.ToString(); }
void UpdateUIStats(BaseGameplayRulestate currentRulestate) { BaseGameplayRulestate.NoteStats stats = currentRulestate.stats; }