public KanaDictionary katakanaStats = new KanaDictionary(); // Katakana is also one of the japanese alphabets /// <summary> /// Should the player want to reset this progress. /// </summary> public void ResetHitsMisses(KanaDictionary alphabet) { foreach (var key in alphabet.Keys) { alphabet[key].Appearences = 0; alphabet[key].Misses = 0; } }
/// <summary> /// Define o alfabeto /// </summary> private void Start() { if (GameManager.instance.alphabet == GameManager.Alphabet.Hiragana) { currentAlphabet = GameManager.instance.kanaDatabase.hiraganaStats; } else if (GameManager.instance.alphabet == GameManager.Alphabet.Katakana) { currentAlphabet = GameManager.instance.kanaDatabase.katakanaStats; } SpawnBlocks(); }
/// <summary> /// Função para começar a lógica do jogo, chama o primeiro round do jogo e faz os elementos serem visíveis assim que ele termina de carregar. /// </summary> /// <param name="alphabet"> Qual alfabeto será utilizado: Hiragana ou Katakana. </param> protected virtual void StartGame(GameManager.Alphabet alphabet) { if (alphabet == GameManager.Alphabet.Hiragana) { currentAlphabet = kanaDatabase.hiraganaStats; } else if (alphabet == GameManager.Alphabet.Katakana) { currentAlphabet = kanaDatabase.katakanaStats; } NextRound(); gamePanel.SetActive(true); }
/// <summary> /// Deleta o progresso de um alfabeto passado por parâmetro /// </summary> /// <param name="alphabet">Alfabeto que terá seu progresso resetado</param> public void ResetAlphabet(string alphabet) { KanaDictionary dictionary = null; if (alphabet.Equals("Hiragana")) { dictionary = GameManager.instance.kanaDatabase.hiraganaStats; } else if (alphabet.Equals("Katakana")) { dictionary = GameManager.instance.kanaDatabase.katakanaStats; } GameManager.instance.kanaDatabase.ResetHitsMisses(dictionary); CloseWarningMessage(); }