public override void EndGame() { _baseScoreHandler.SaveScore(UserStat.GameCategory.Language); ShowGraph( UserStat.GameCategory.Language, _baseScoreHandler.Score, _baseScoreHandler.ScoreLimit); base.EndGame(); }
public override void EndGame() { _baseScoreHandler.SaveScore(UserStat.GameCategory.Flexibility); ShowGraph( UserStat.GameCategory.Flexibility, _baseScoreHandler.Score, _baseScoreHandler.ScoreLimit); base.EndGame(); }
public override void EndGame() { TimerManager.OnGameTimerEndEvent -= EndGame; _baseScoreHandler.SaveScore(UserStat.GameCategory.Language); ShowGraph( UserStat.GameCategory.Language, _baseScoreHandler.Score, _baseScoreHandler.ScoreLimit); base.EndGame(); }
public override void EndGame() { _gameDone = !_gameDone; BaseScoreHandler baseScoreHandler = new BaseScoreHandler(0, 100); baseScoreHandler.AddScore(_score); baseScoreHandler.SaveScore(UserStat.GameCategory.ProblemSolving); ShowGraph( UserStat.GameCategory.ProblemSolving, baseScoreHandler.Score, baseScoreHandler.ScoreLimit); base.EndGame(); }
private void Progress() { _selectedIdx++; if (_selectedIdx > _seqOfClips.Count - 1) { // Just add point every complete sequence if (!_hasError) { // Add points _baseScoreHandler.AddScore(1); } _selectedIdx = 0; _repetition++; _currentSequenceText.SetText($"#{_repetition + 1}"); if (_repetition > 10) { _baseScoreHandler.SaveScore(UserStat.GameCategory.Memory); ShowGraph( UserStat.GameCategory.Memory, _baseScoreHandler.Score, _baseScoreHandler.ScoreLimit); base.EndGame(); return; } // Show result StartCoroutine(SequenceNotif(_hasError)); // Ready new set of sequence RandomPopulate(); // Disable while waiting SetEnableInstrument(false); StartCoroutine(PlaySequence()); } }