protected void AwakeDynamic() { Settings s = Settings.Instance; StartPenalties = new Dictionary <GameDifficulty, PenaltyInfo>() { { GameDifficulty.EASY, new PenaltyInfo(HealthyEye, s.easyStartTransparency, s.easyStartEyePatch) }, { GameDifficulty.MEDIUM, new PenaltyInfo(HealthyEye, s.medStartTrasparency, s.medStartEyePatch) }, { GameDifficulty.HARD, new PenaltyInfo(HealthyEye, s.hardStartTrasparency, s.hardStartEyePatch) } }; EndPenalties = new Dictionary <GameDifficulty, PenaltyInfo> { { GameDifficulty.EASY, new PenaltyInfo(HealthyEye, s.easyEndTransparency, s.easyEndEyePatch) }, { GameDifficulty.MEDIUM, new PenaltyInfo(HealthyEye, s.medEndTransparency, s.medEndEyePatch) }, { GameDifficulty.HARD, new PenaltyInfo(HealthyEye, s.hardEndTransparency, s.hardEndEyePatch) }, }; PenaltyInfoNow = new PenaltyInfo(GetStartPenalty()); }
public void ResetPenalty() { switch (PolicyResetOnDeath) { case (GamePolicy.IncreaseResetOnDeath.TO_ZERO): { ResetPenaltyToZero(); break; } case (GamePolicy.IncreaseResetOnDeath.LAST): { ResetPenaltyNowTo(PenaltyInfoLast); break; } case (GamePolicy.IncreaseResetOnDeath.NO_RESET): { break; } } Debug.Log("Penalty reset to " + PenaltyInfoNow); PenaltyInfoLast = new PenaltyInfo(PenaltyInfoNow); Debug.Log("PenaltyInfoLast: " + PenaltyInfoLast); }
public void IncreasePenaltyNow() { PenaltyInfoLast = new PenaltyInfo(PenaltyInfoNow); //Debug.Log("PenaltyInfoLast: " + PenaltyInfoLast.ToString()); switch (PolicyIncreasePenalty) { case GamePolicy.IncreasePenalty.BY_STEPS: IncreasePenaltyNowBySteps(); break; case GamePolicy.IncreasePenalty.MANUAL: IncreasePenaltyNowManual(); break; } }
/// <summary> /// This resets the penalty now to the value passed as parameter /// </summary> /// <param name="reset"></param> protected void ResetPenaltyNowTo(PenaltyInfo reset) { PenaltyInfoNow = new PenaltyInfo(reset); CheckAcceptableValues(); }
/// <summary> /// /// </summary> /// <remarks>This can't go below zero (if it does it's set to 0)</remarks> /// <param name="subbed">This PenaltyInfo contains values subbed to the PenaltyInfoNow</param> public void SubPenaltyNow(PenaltyInfo subbed) { PenaltyInfoNow.PenaltyTransparency -= subbed.PenaltyTransparency; PenaltyInfoNow.PenaltyEyePatch -= subbed.PenaltyEyePatch; CheckAcceptableValues(); }
/// <summary> /// This manually increase the PenaltyInfoNow without regards of /// start and end penalty /// </summary> /// <remarks>Use this only if you don't want to increase of a fixed amount /// every step (you should use this always after you used this once)</remarks> /// <param name="added">This PenaltyInfo contains values added to the PenaltyInfoNow</param> public void IncreasePenaltyNow(PenaltyInfo added) { PenaltyInfoNow.PenaltyTransparency += added.PenaltyTransparency; PenaltyInfoNow.PenaltyEyePatch += added.PenaltyEyePatch; CheckAcceptableValues(); }
protected void AwakeStatic() { PenaltyInfoNow = new PenaltyInfo(HealthyEye, StaticTrasp, StaticEyePatch); }
public PenaltyInfo(PenaltyInfo o) { this.PenaltyTransparency = o.PenaltyTransparency; this.PenaltyEyePatch = o.PenaltyEyePatch; this.PenaltyEye = o.PenaltyEye; }