private void SaveFile()
 {
     // Save Data
     m_DifficultyControlData = new DifficultyControlData();
     m_DifficultyControlData.DifficultyConfig = new Dictionary <string, DifficultyConfig>();
     if (m_lstDifficultyInfo == null)
     {
         m_lstDifficultyInfo = new List <DifficultyInfo>();
     }
     for (int i = 0; i < m_lstDifficultyInfo.Count; i++)
     {
         if (m_lstDifficultyInfo[i].Name == null || m_lstDifficultyInfo[i].Name == "")
         {
             EditorUtility.DisplayDialog("保存失败", "难度名称不能为空", "确定");
             return;
         }
         DifficultyConfig diffConfig = new DifficultyConfig();
         diffConfig.DifficultyOffset = AdaptiveDifficultyManager.ConvertInt(m_lstDifficultyInfo[i].Offset);
         diffConfig.DifficultyRange  = AdaptiveDifficultyManager.ConvertInt(m_lstDifficultyInfo[i].Range);
         diffConfig.TalentEffect     = new Dictionary <string, int>();
         foreach (string talent in m_lstDifficultyInfo[i].TalentEffects.Keys)
         {
             diffConfig.TalentEffect.Add(talent, AdaptiveDifficultyManager.ConvertInt(m_lstDifficultyInfo[i].TalentEffects[talent]));
         }
         m_DifficultyControlData.DifficultyConfig.Add(m_lstDifficultyInfo[i].Name, diffConfig);
     }
     //Save File
     EditorUtility.DisplayDialog("保存成功", "保存成功", "确定");
     ADE_Helper.SaveDifficultyControlDataMap(m_DifficultyControlDataMap, m_GameID, m_DifficultyControlData);
 }
Пример #2
0
        public override void InstallBindings()
        {
            DifficultyConfig difficultyConfig = GetSavedDifficultyConfig();

            Container.BindInstance(difficultyConfig.PlayerConfig);
            Container.BindInstance(difficultyConfig.SpawnerConfig);
        }
Пример #3
0
    public DifficultySpawner(DifficultyConfig config, ISpawner spawner)
    {
        _difficultyConfig = config;

        _spawner = spawner;
        _spawner.Init(GetNewPattern);

        ResetObjects();
        Enable(true);
    }
Пример #4
0
 public LevelController(
     DifficultyConfig difficultyConfig,
     LinesCounter linesCounter,
     IUpgradable[] upgradableObjects,
     IUiUpdater uiUpdater)
 {
     _difficultyConfig  = difficultyConfig;
     _linesCounter      = linesCounter;
     _upgradableObjects = upgradableObjects;
     _uiUpdater         = uiUpdater;
 }
Пример #5
0
 public void Construct(
     MovementController movementController,
     TetrominoConfig tetrominoConfig,
     DifficultyConfig difficultyConfig,
     ITetrominoLoader tetrominoLoader,
     IGrid grid)
 {
     _movementController = movementController;
     _tetrominoConfig    = tetrominoConfig;
     _difficultyConfig   = difficultyConfig;
     _tetrominoLoader    = tetrominoLoader;
     _grid = grid;
 }
Пример #6
0
    // Difficulty Control
    private void CalculateGameDifficulty(string difficultyName, DifficultyControlData currentDifficultyControlData, ref float minDiff, ref float maxDiff)
    {
        if (m_CharTalentMap == null)
        {
            ResetUserTalent();
        }
        if (currentDifficultyControlData.DifficultyConfig.ContainsKey(difficultyName))
        {
            DifficultyConfig difficultyConfig = currentDifficultyControlData.DifficultyConfig[difficultyName];
            float            diff             = ConvertFloat(difficultyConfig.DifficultyOffset);
            foreach (string talentName in difficultyConfig.TalentEffect.Keys)
            {
                if (m_CharTalentMap.ContainsKey(talentName))
                {
                    float score  = ConvertFloat(m_CharTalentMap[talentName]);
                    float effect = ConvertFloat(difficultyConfig.TalentEffect[talentName]);
                    diff += score * effect;
                }
                else
                {
                    Debuger.LogWarning("Wrong Talent Name in DifficultyConfig : " + talentName + ", it does not Exist in UserTalent");
                }
            }
            minDiff = diff - ConvertFloat(difficultyConfig.DifficultyRange);
            maxDiff = diff + ConvertFloat(difficultyConfig.DifficultyRange);

            //check
            if (minDiff < 0.0f)
            {
                minDiff = 0.0f;
            }
            if (maxDiff > 1.0f)
            {
                maxDiff = 1.0f;
            }
            if (minDiff > maxDiff)
            {
                minDiff = maxDiff;
            }
        }
        else
        {
            Debuger.LogWarning("Wrong Difficulty Name : " + difficultyName + ", it does not Exist in DifficultyControlData");
        }
    }
Пример #7
0
 public void SetDifficulty(int difficulty)
 {
     difficultyConfig = difficultyConfigs[difficulty];
 }