// Use this for initialization void Awake() { if (wonBattleState.value == "lose") { gameObject.SetActive(false); return; } if (wonBattleState.value == "escape") { expGained.value = 0; moneyGained.value = 0; } ExpLevel startLevel = new ExpLevel(totalExp.value); totalExp.value += expGained.value; ExpLevel endLevel = new ExpLevel(totalExp.value); if (startLevel.level != endLevel.level) { playerStatsChangedEvent.Invoke(); if (endLevel.level == 2) { levelupTutorial.SetActive(true); } } totalMoney.value += moneyGained.value; SetTexts(); playMusicEvent.Invoke(); }
public Configuration() { StarterShipCommand = "cb:startership"; BlueprintName = "SV_Prefab_Tier1"; EntityType = Entity.EntityType.HV; ShipNameFormat = "{0}'s Starter Ship"; MinimumLevelNeeded = ExpLevel.L1; }
public ActionResult Edit(ExpLevel item) { if (ModelState.IsValid) { CH.Edit <ExpLevel>(item); return(RedirectToAction("Index")); } return(View(item)); }
/// <summary> /// Returns true if ClanMember instances are equal /// </summary> /// <param name="input">Instance of ClanMember to be compared</param> /// <returns>Boolean</returns> public bool Equals(ClanMember?input) { if (input == null) { return(false); } return (( League == input.League || (League != null && League.Equals(input.League)) ) && ( Tag == input.Tag || (Tag != null && Tag.Equals(input.Tag)) ) && ( Name == input.Name || (Name != null && Name.Equals(input.Name)) ) && ( Role == input.Role || Role.Equals(input.Role) ) && ( ExpLevel == input.ExpLevel || ExpLevel.Equals(input.ExpLevel) ) && ( ClanRank == input.ClanRank || ClanRank.Equals(input.ClanRank) ) && ( PreviousClanRank == input.PreviousClanRank || PreviousClanRank.Equals(input.PreviousClanRank) ) && ( Donations == input.Donations || Donations.Equals(input.Donations) ) && ( DonationsReceived == input.DonationsReceived || DonationsReceived.Equals(input.DonationsReceived) ) && ( Trophies == input.Trophies || Trophies.Equals(input.Trophies) ) && ( VersusTrophies == input.VersusTrophies || VersusTrophies.Equals(input.VersusTrophies) )); }
/// <summary> /// Returns true if PlayerRanking instances are equal /// </summary> /// <param name="input">Instance of PlayerRanking to be compared</param> /// <returns>Boolean</returns> public bool Equals(PlayerRanking?input) { if (input == null) { return(false); } return (( Clan == input.Clan || (Clan != null && Clan.Equals(input.Clan)) ) && ( League == input.League || (League != null && League.Equals(input.League)) ) && ( AttackWins == input.AttackWins || AttackWins.Equals(input.AttackWins) ) && ( DefenseWins == input.DefenseWins || DefenseWins.Equals(input.DefenseWins) ) && ( Tag == input.Tag || (Tag != null && Tag.Equals(input.Tag)) ) && ( Name == input.Name || (Name != null && Name.Equals(input.Name)) ) && ( ExpLevel == input.ExpLevel || ExpLevel.Equals(input.ExpLevel) ) && ( Rank == input.Rank || Rank.Equals(input.Rank) ) && ( PreviousRank == input.PreviousRank || PreviousRank.Equals(input.PreviousRank) ) && ( Trophies == input.Trophies || Trophies.Equals(input.Trophies) )); }
IEnumerator FillExpBar() { currentAnimationTime = 0; float startExp = totalExp.value - gainedExp.value; float endExp = totalExp.value; ExpLevel expLevel = new ExpLevel((int)startExp); float filled = expLevel.PercentToNext(); valueImage.fillAmount = filled; yield return(new WaitForSeconds(startDelay)); float value = startExp; float currentDelay = sfxDelayTime; do { currentAnimationTime += Time.deltaTime / animationDuration; value = Mathf.Lerp(startExp, endExp, currentAnimationTime); bool levelUp = expLevel.SetExp((int)value); valueImage.fillAmount = expLevel.PercentToNext(); currentDelay += Time.deltaTime / animationDuration; if (levelUp) { levelupText.SetActive(true); valueImage.color = levelupColor; valueImage.fillAmount = 1; currentSfx.value.Enqueue(levelupSfx.clip); playSfxEvent.Invoke(); yield return(new WaitForSeconds(1)); valueImage.fillAmount = 0; valueImage.color = normalColor; levelupText.SetActive(false); } else if (currentDelay > sfxDelayTime) { currentSfx.value.Enqueue(gainExpSfx.clip); currentDelay = 0; playSfxEvent.Invoke(); } yield return(null); } while (value < endExp); yield break; }
void SetAllStats() { ExpLevel expLevel = new ExpLevel(totalExp.value); dayText.text = ingameDay.value.ToString(); // levelText.text = playerLevel.value.ToString(); levelText.text = expLevel.level.ToString(); expText.text = expLevel.restExp.ToString(); moneyText.text = totalMoney.value.ToString(); playtimeText.text = playTime.value; healthText.text = maxHealth.value.ToString(); attackText.text = attack.value.ToString(); defenseText.text = defense.value.ToString(); sAttackText.text = sAttack.value.ToString(); sDefenseText.text = sDefense.value.ToString(); }
void SetAllStats() { ExpLevel expLevel = new ExpLevel(totalExp.value); levelText.text = expLevel.level.ToString(); expText.text = expLevel.restExp.ToString(); moneyText.text = totalMoney.value.ToString(); chapterText.text = ((Constants.CHAPTER)currentChapter.value).ToString(); areaText.text = ((Constants.SCENE_INDEXES)currentArea.value).ToString(); playtimeText.text = playTime.value; healthText.text = maxHealth.value.ToString(); attackText.text = attack.value.ToString(); defenseText.text = defense.value.ToString(); sAttackText.text = sAttack.value.ToString(); sDefenseText.text = sDefense.value.ToString(); }
private static int GetLevelAsInt(ExpLevel playersLevel) { int index = 1; foreach (ExpLevel level in System.Enum.GetValues(typeof(ExpLevel))) { if (playersLevel == level) { return(index); } else { ++index; } } throw new InvalidOperationException(playersLevel.ToString()); }
/// <summary> /// Returns true if PlayerVersusRanking instances are equal /// </summary> /// <param name="input">Instance of PlayerVersusRanking to be compared</param> /// <returns>Boolean</returns> public bool Equals(PlayerVersusRanking?input) { if (input == null) { return(false); } return (( Clan == input.Clan || (Clan != null && Clan.Equals(input.Clan)) ) && ( VersusBattleWins == input.VersusBattleWins || VersusBattleWins.Equals(input.VersusBattleWins) ) && ( Tag == input.Tag || (Tag != null && Tag.Equals(input.Tag)) ) && ( Name == input.Name || (Name != null && Name.Equals(input.Name)) ) && ( ExpLevel == input.ExpLevel || ExpLevel.Equals(input.ExpLevel) ) && ( Rank == input.Rank || Rank.Equals(input.Rank) ) && ( PreviousRank == input.PreviousRank || PreviousRank.Equals(input.PreviousRank) ) && ( VersusTrophies == input.VersusTrophies || VersusTrophies.Equals(input.VersusTrophies) )); }
public async Task <ExpLevel> GetExperienceLevel() { ExpLevel result = ExpLevel.L1; int expPoints = await GetExperiencePoints(); foreach (ExpLevel level in System.Enum.GetValues(typeof(ExpLevel))) { if (expPoints < (int)level) { break; } else { result = level; } } return(result); }
IEnumerator FillExpBar() { currentAnimationTime = 0; float startExp = totalExp.value - gainedExp.value; float endExp = totalExp.value; ExpLevel expLevel = new ExpLevel((int)startExp); float filled = expLevel.PercentToNext(); valueImage.fillAmount = filled; Debug.Log("Filled is now: " + filled); Debug.Log("Waiting for start delay"); yield return(new WaitForSeconds(startDelay)); float value = startExp; do { currentAnimationTime += Time.deltaTime / animationDuration; value = Mathf.Lerp(startExp, endExp, currentAnimationTime); bool levelUp = expLevel.SetExp((int)value); valueImage.fillAmount = expLevel.PercentToNext(); // Debug.Log("Amount is now: " + value); if (levelUp) { // Debug.Log("#######Levelup!"); valueImage.color = levelupColor; valueImage.fillAmount = 1; yield return(new WaitForSeconds(1)); valueImage.fillAmount = 0; valueImage.color = normalColor; } yield return(null); } while (value < endExp); yield break; }
public static JsonExpLevel ExpLevel(ExpLevel expLevel) { return new JsonExpLevel() { id = expLevel.Id, floor = expLevel.Floor, ceiling = expLevel.Ceiling, title = expLevel.Title }; }
/// <summary> /// Calculates the current level where 100 exp more is required per level. /// </summary> public void CalculateExp() { ExpLevel expLevel = new ExpLevel(totalExp.value); playerLevel.value = expLevel.level; }
public Configuration() { StarterCreditsCommand = "cb:startercredits"; AmountOfCredits = 1; MinimumLevelNeeded = ExpLevel.L1; }
/// <summary> /// Returns true if Player instances are equal /// </summary> /// <param name="input">Instance of Player to be compared</param> /// <returns>Boolean</returns> public bool Equals(Player?input) { if (input == null) { return(false); } return (( Clan == input.Clan || (Clan != null && Clan.Equals(input.Clan)) ) && ( League == input.League || (League != null && League.Equals(input.League)) ) && ( Role == input.Role || Role.Equals(input.Role) ) && ( AttackWins == input.AttackWins || AttackWins.Equals(input.AttackWins) ) && ( DefenseWins == input.DefenseWins || DefenseWins.Equals(input.DefenseWins) ) && ( TownHallLevel == input.TownHallLevel || TownHallLevel.Equals(input.TownHallLevel) ) && ( TownHallWeaponLevel == input.TownHallWeaponLevel || TownHallWeaponLevel.Equals(input.TownHallWeaponLevel) ) && ( VersusBattleWins == input.VersusBattleWins || VersusBattleWins.Equals(input.VersusBattleWins) ) && ( LegendStatistics == input.LegendStatistics || (LegendStatistics != null && LegendStatistics.Equals(input.LegendStatistics)) ) && ( Troops == input.Troops || Troops != null && input.Troops != null && Troops.SequenceEqual(input.Troops) ) && ( Heroes == input.Heroes || Heroes != null && input.Heroes != null && Heroes.SequenceEqual(input.Heroes) ) && ( Spells == input.Spells || Spells != null && input.Spells != null && Spells.SequenceEqual(input.Spells) ) && ( Labels == input.Labels || Labels != null && input.Labels != null && Labels.SequenceEqual(input.Labels) ) && ( Tag == input.Tag || (Tag != null && Tag.Equals(input.Tag)) ) && ( Name == input.Name || (Name != null && Name.Equals(input.Name)) ) && ( ExpLevel == input.ExpLevel || ExpLevel.Equals(input.ExpLevel) ) && ( Trophies == input.Trophies || Trophies.Equals(input.Trophies) ) && ( BestTrophies == input.BestTrophies || BestTrophies.Equals(input.BestTrophies) ) && ( Donations == input.Donations || Donations.Equals(input.Donations) ) && ( DonationsReceived == input.DonationsReceived || DonationsReceived.Equals(input.DonationsReceived) ) && ( BuilderHallLevel == input.BuilderHallLevel || BuilderHallLevel.Equals(input.BuilderHallLevel) ) && ( VersusTrophies == input.VersusTrophies || VersusTrophies.Equals(input.VersusTrophies) ) && ( BestVersusTrophies == input.BestVersusTrophies || BestVersusTrophies.Equals(input.BestVersusTrophies) ) && ( WarStars == input.WarStars || WarStars.Equals(input.WarStars) ) && ( Achievements == input.Achievements || Achievements != null && input.Achievements != null && Achievements.SequenceEqual(input.Achievements) ) && ( VersusBattleWinCount == input.VersusBattleWinCount || VersusBattleWinCount.Equals(input.VersusBattleWinCount) )); }
//the html that displays the clan card used in the pop down menu's and header of searched clan public override string ToString() { string returnString = "<div class=\"card card-group\"> <div class=\"container-fluid d-inline-flex\"> <div class=\"col-2\"> <p><b>Name:</b>" + Name + "</p> <p><b>Tag:</b>" + Tag + "</p> <p><b>Level:</b>" + ExpLevel.ToString() + "</p>"; if (ExpLevel == 13) { returnString += "<p><b>Star Points:</b>" + StarPoints.ToString() + "</p>"; } returnString += "<p><b>Current Tropies:</b>" + Trophies.ToString() + "</p><p><b>Highest Trophies:</b>" + BestTrophies + "</p></div>"; returnString += "<div class=\"col-2\"><p><b>All Time Wins:</b>" + Wins.ToString() + "</p><p><b>All Time Losses:</b>" + Losses.ToString() + "</p>"; Console.WriteLine(); returnString += "<p><b>Current Favorite Card:</b>" + CurrentFavouriteCard.Name + "</p><img class=\"text-center\" src=\"" + CurrentFavouriteCard.Url + "\" width=\"64px\" />"; returnString += "<p><b>Cards Discovered:</b>" + CardsDiscovered.ToString() + "/" + CardsInGame.ToString() + "</p></div>"; returnString += "<div class=\"col-3\">"; if (Clan != null) { returnString += "<p><b>Clan Name:</b>" + Clan.Name + "</p>"; } if (Clan != null) { returnString += "<p><b>Clan Tag:</b>" + ClanTag + "</p>"; } else { returnString += "<h2 class=\"text-center m-2\">Not In a Clan</h2>"; } returnString += "<p><b>Recent Donations:</b>" + Donations.ToString() + "</p><p><b>Recent Donations Recieved:</b>" + DonationsReceived.ToString() + "</p>"; returnString += "<p><b>Total Donations:</b>" + TotalDonations.ToString() + "</p><p><b>Total Donations Recieved:</b>" + ClanCardsCollected.ToString() + "</p></div>"; returnString += "<div class=\"col-5 m-0\"><div class=\"text-center\"><p><b>Current Deck</b></p> " + Deck.ToString() + "<p>Profile Updated:" + UpdateTime + "</p></div></div></div></div>"; return(returnString); }
/// <summary> /// gets the collection of the jsonexp levels /// </summary> /// <param name="levels"></param> /// <returns></returns> public static JsonExpLevel[] ExpLevels(ExpLevel[] levels) { List<JsonExpLevel> result = new List<JsonExpLevel>(); Array.ForEach(levels, l => { result.Add(ExpLevel(l)); }); return result.ToArray<JsonExpLevel>(); }