/// <summary> /// Inserts a single Chop into a list if it was made in a valid position. Otherwise, it's ignored. /// </summary> /// <param name="position">The X position of the knife at the time when the chop was made.</param> void InsertChop(float position) { Chop currentChop = new Chop { LowerBound = position - ChopWidth, ActualPosition = position, UpperBound = position + ChopWidth }; HitOrMiss status = ValidPosition(currentChop); PrintHitOrMiss(status); // Only add if it was a valid knife chop. if (status == HitOrMiss.Hit) { StartCoroutine(Reference.DoAnimation(1)); AlreadyChopped.Add(currentChop); SpriteController.DrawChop(); TotalChops++; } if (status == HitOrMiss.Collision) { TotalChops++; } }
public static void Main() { var newDice = new Dice(20); var rand = new Random(); var compare = new HitOrMiss(); var hitDice = newDice.Roll(rand); var modifier = newDice.Roll(rand); Console.WriteLine("hit: " + hitDice); Console.WriteLine("modify: " + modifier); Console.WriteLine(hitDice + modifier); Console.WriteLine(compare.Compare(hitDice, modifier)); }
/// <summary> /// Prints the HitOrMiss value in plain English. /// </summary> /// <param name="status">The status of some Chop structure.</param> void PrintHitOrMiss(HitOrMiss status) { string message; switch (status) { case HitOrMiss.Hit: message = "Valid Position"; break; case HitOrMiss.Collision: message = "Knife Cut Collision"; break; default: message = "Target Missed"; break; } Debug.Log(message); }
public void AddHitMiss(HitOrMiss hitOrMiss) { HitMiss += hitOrMiss; }