示例#1
0
    private void RefreshState(int newVal)
    {
        animalImage.sprite  = GameSettings.I.GetSpriteForElement(animalType);
        animalNameText.text = animalType.ToString().ToUpper();
        levelText.text      = "Lvl " + (AnimalData.AnimalLevel(animalType) + 1);

        var level = AnimalData.AnimalLevel(animalType);
        var cost  = GameSettings.I.GetSoftCurrencyForUpgrade(level);

        backImage.color = newVal >= cost ? upgradeableColor : normalColor;
    }
    private void OnLevelUpButtonClick()
    {
        var currLevel = AnimalData.AnimalLevel(animalType);
        var cost      = GameSettings.I.GetSoftCurrencyForUpgrade(currLevel);

        if (GameController.I.SoftCurrency >= cost)
        {
            AudioController.I.PlayPositiveSFX(true);
            AnimalData.IncreaseAnimalLevel(animalType);
            GameController.I.SoftCurrency -= cost;
        }
    }
示例#3
0
    public int Explode(int index)
    {
        if (isExploding)
        {
            return(0);
        }

        isExploding = true;
        StartCoroutine(DoExplodeAnimation(index));

        // return score depending on level of element
        var level = AnimalData.AnimalLevel(Type);

        return(GameSettings.I.GetBasePointsForElementOfLevel(level));
    }
    private void RefreshView(TileElement.ElementType type, int softCurrency)
    {
        if (type == TileElement.ElementType.None)
        {
            return;
        }

        animalImage.sprite  = GameSettings.I.GetSpriteForElement(type);
        animalNameText.text = type.ToString().ToUpper();

        var currLevel = AnimalData.AnimalLevel(type);

        currentLevelText.text = "Lvl " + (currLevel + 1);

        var nextLevel = currLevel + 1;

        nextLevelText.text = "Lvl " + (nextLevel + 1);

        var currLevelBasePoints = GameSettings.I.GetBasePointsForElementOfLevel(currLevel);
        var nextLevelBasePoints = GameSettings.I.GetBasePointsForElementOfLevel(nextLevel);

        for (int i = 0; i < currentLevelPointTexts.Count; i++)
        {
            var currLevelPoints = (4 + i) * currLevelBasePoints * (i + 1);
            var nextLevelPoints = (4 + i) * nextLevelBasePoints * (i + 1);
            currentLevelPointTexts[i].text = (4 + i) + " line: " + currLevelPoints + "pts";
            nextLevelPointTexts[i].text    = "+ " + (nextLevelPoints - currLevelPoints);
        }

        var cost = GameSettings.I.GetSoftCurrencyForUpgrade(currLevel);

        levelUpCostText.text = softCurrency + "/" + cost;
        var canLevelUp = softCurrency >= cost;

        levelUpCostText.color      = canLevelUp ? canLevelUpColor : missingSoftCurrencyColor;
        levelUpButton.interactable = canLevelUp;
        levelUpButtonText.color    = levelUpButtonText.color.GetWithAlpha(canLevelUp ? 1f : 0.3f);
    }