Наследование: MonoBehaviour
Пример #1
0
    //Deprecated jobs system
    void Notes()
    {
        //Initialise PositionArrays and Pinned Status for calculation
        NativeArray <float3> PositionArray         = new NativeArray <float3>(Points.Count, Allocator.TempJob);
        NativeArray <float3> PreviousPositionArray = new NativeArray <float3>(Points.Count, Allocator.TempJob);
        NativeArray <bool>   PinnedArray           = new NativeArray <bool>(Points.Count, Allocator.TempJob);

        for (int i = 0; i < Points.Count; i++) //Fill these arrays with information
        {
            PositionArray[i]         = Points[i].transform.position;
            PreviousPositionArray[i] = Points[i].PreviousPosition;
            PinnedArray[i]           = Points[i].Pinned;
        }
        //Create Job Handler
        UpdatePoints Job = new UpdatePoints {
            Position = PositionArray, PreviousPosition = PreviousPositionArray, Pinned = PinnedArray, gravity = Gravity, Friction = friction, timeStep = TimeStep
        };
        //schedule Job
        JobHandle temp = Job.Schedule(PositionArray.Length, 800);

        //Start Job
        temp.Complete();
        //Refill Points Array with new information
        for (int i = 0; i < Points.Count; i++)
        {
            Points[i].transform.position = PositionArray[i];
            Points[i].PreviousPosition   = PreviousPositionArray[i];
        }

        PositionArray.Dispose();
        PreviousPositionArray.Dispose();
        PinnedArray.Dispose();
    }
Пример #2
0
 public override void Init()
 {
     tablo.ShowTablo();
     _requiredStats                = RoboFactory.Instance.CreateRequiredStats();
     _characteristics.agility      = 0;
     _characteristics.strength     = 0;
     _characteristics.intelligence = 0;
     for (int i = 0; i < slots.Count; i++)
     {
         slots[i].Init();
         RoboFactory.Instance.GetItemForSlot(slots[i]);
     }
     UpdatePoints?.Invoke(_characteristics, _requiredStats);
     changeBody.ChangeBodyToShadow();
 }
Пример #3
0
    // Grava a maior pontuação

    /*public int MaxScore(int recorded, int current)
     * {
     *   // Receberá a nova pontuação maxima
     *   int newRecord = 0;
     *
     *   // Se a pontuação atual for maior que a pontuação armazenada...
     *   if(current > recorded)
     *   {
     *       newRecord = current;
     *   }
     *
     *   return newRecord;
     * }*/

    // Sensor da bola perdida
    public void OnTriggerEnter(Collider myCollider)
    {
        // Se o Collider possuir a tag "myBall"...
        if (myCollider.gameObject.CompareTag("myBall"))
        {
            Debug.Log("Perdeu uma bola");
            // Decrementa a quantidade de bolas.
            GameController.myBalls--;
            CollisionAch.collision2Static   = 0;
            CollisionAch.achCollision       = false;
            CollisionInicio.collisionInicio = false;
            //DominoHandler.resetSingle = false;
            // Se a quantidade de bolas for menor ou igual a zero...
            if (GameController.myBalls <= 0)
            {
                Destroy(myCollider.gameObject);
                PanelGameOver.SetActive(true);
                UpdatePoints.SetStats();
                GameController.FinalSound();
                //Time.timeScale = 0;
                // Atualizar o registro de pontuação;



                //GamePersistence.SaveData( MaxScore(PlayerPrefs.GetInt("reg_score"), GameController.myPoints));
                if (GameController.myPoints > PlayerPrefs.GetInt("reg_score"))
                {
                    //Debug.Log("entrou...");
                    GamePersistence.SaveData(GameTest.myGameData.Score);
                    GamePersistence.SaveData(GameController.myPoints);
                }
                else
                {
                    //Debug.Log("Registro" + PlayerPrefs.GetInt("reg_score"));
                    //Debug.Log("Score atual " + GameTest.myGameData.Score);
                }

                DominoController.goReset = true;

                //DominoHandler.ResetSingle();
            }
        }
    }
Пример #4
0
 protected virtual void OnUpdatePoints()
 {
     UpdatePoints?.Invoke(_characteristics, _requiredStats);
 }