private void OnBubblePopped(int points) { _score += points; var scoreString = _score.ToString(); _progressBar.value = _score / _nextLevelScore; if (_score > 10000) { var thousands = _score / 10000; var hundreds = _score - (thousands * 10000); var firstTwoHundreds = GetFirstTwoDigits(hundreds); scoreString = thousands + "k." + firstTwoHundreds; } _scoreText.text = scoreString; if (_score >= _nextLevelScore) { if (OnLevelUp != null) { OnLevelUp.Invoke(); } } }
public virtual void LevelUp() { if (OnLevelUp != null) { OnLevelUp.Invoke(CurrentValue); } }
/// <summary> /// Add to the current experience and adjust the level. /// </summary> /// <param name="experience">The amount of experience to add.</param> public void AddExperience(int experience) { if (HasMaxExperience) { return; } Experience += experience; // Clamp experience if (Experience > MAX_EXPERIENCE) { Experience = MAX_EXPERIENCE; } // Set level int previousLevel = level; level = CalculateLevel(); MaxHealth = CalculateMaxHealth(); // Check for level up if (Level != previousLevel) { OnLevelUp?.Invoke(this, EventArgs.Empty); } }
private void Boss_OnDeath(IMonster boss, ulong reward) { Level++; OnMonsterDeath?.Invoke(boss, reward); OnLevelUp?.Invoke(Level); GenerateMinions(); GenerateBoss(); }
public int LevelUp() { OnLevelUp?.Invoke(this, new LevelUpEventArgs(this)); Level += 1; Experience = ExpGroup.ExperienceNeededForLevel(Level); OnLevelledUp?.Invoke(this, new LevelledUpEventArgs(this)); return(Level); }
public void pbLevelUp(Combat.Pokemon pokemon, Combat.Pokemon battler, int oldtotalhp, int oldattack, int olddefense, int oldspeed, int oldspatk, int oldspdef) { if (OnLevelUp != null) { OnLevelUp.Invoke(this, new OnLevelUpEventArgs { Pokemon = pokemon, Battler = battler, HP = oldtotalhp, Atk = oldattack, Def = olddefense, Spe = oldspatk, Spa = oldspatk, Spd = oldspdef }); } }
public void LevelUp() { unitLevel++; availableStatPoints++; availableSkillPoints++; expToLevel = unitLevel * 50; OnLevelUp?.Invoke(this, 1000); Debug.Log("Player level up"); }
private void UpdateLevel() { var newLevel = CalculateLevel(); if (_currentLevel.value < newLevel) { _currentLevel.value = newLevel; LevelUpEffect(); OnLevelUp?.Invoke(); } }
private void SetLevelAndMaximumHitPoints() { int originalLevel = Level; Level = (ExperiencePoints / 100) + 1; if (Level != originalLevel) { MaximumHitPoints = Level * 10; OnLevelUp.Invoke(this, System.EventArgs.Empty); } }
private void UpdateLevel() { var newLevel = CalculateLevel(); if (newLevel <= _currentLevel.value) { return; } _currentLevel.value = newLevel; LevelUpEffect(); OnLevelUp?.Invoke(); }
private void SetLevelAndMaxHP() { int originalLevel = level; level = (EXP / 100) + 1; if (level != originalLevel) { maxHP = level * 10; OnLevelUp?.Invoke(this, System.EventArgs.Empty); } }
// Update is called once per frame void Update() { if (/*Input.GetMouseButton(0) &&*/ canFire) { StartCoroutine(Fire()); } if (canLevelUp && transform.childCount == 0) { canLevelUp = false; OnLevelUp?.Invoke(); } }
public void AddExperience(int amount) { experience += amount; while (experience >= experienceToNextLevel) { experience -= experienceToNextLevel; //Сначала вычесть, так как experienceToNextLevel зависит от уровня! level++; experienceToNextLevel = CalculateExperienceToNextLevel(level); OnLevelUp?.Invoke(); } }
// Update is called once per frame void OnInteractorStay(Interactor interactor) { if (MaxLevel || DisableShop) { return; } if (_currentInteractor == interactor) { if (!interactor.TryingToBuild()) { interactionTime = 0; CancelRadishes(); return; } RaddishCarrier carrier = interactor.GetComponentInParent <RaddishCarrier>(); Debug.Assert(carrier != null, "Need raddishcarrier in interactor parents"); interactionTime += Time.fixedDeltaTime; if (interactionTime >= TimeToAddRaddish) { Raddish raddish = carrier.RemoveForNewTarget(RaddishTargets[RaddishesWaitingAtTarget.Count]); if (raddish != null) { RaddishesWaitingAtTarget.Add(raddish); interactionTime = 0; } if (EnoughRadishesToLevel()) { foreach (Raddish r in RaddishesWaitingAtTarget) { r.AnimateOutAndHide(); } RaddishesUsed.AddRange(RaddishesWaitingAtTarget); RaddishesWaitingAtTarget.Clear(); if (CurrentLevel < LevelRequirements.Count - 1) { CurrentLevel += 1; OnLevelUp?.Invoke(CurrentLevel); } else { MaxLevel = true; } SetRaddishTargetsForNewLevel(); } } } }
private void LevelUp() { Level += 1; OnLevelUp?.Invoke(Level); foreach (var keyValuePair in Attributes) { keyValuePair.Value.LevelUp(); } PlayLevelUpEffect(); }
private void Collect(float amount) { _experience += amount; if (_currentWeaponIndex < allWeapons.Length - 1) { if (_experience >= experienceLevel[_currentWeaponIndex + 1]) { _currentWeaponIndex++; _weaponController.SwitchWeapon(GetCurrentWeapon()); OnLevelUp?.Invoke(_currentWeaponIndex); } } OnExperienceChange?.Invoke(_experience); }
private void UpdateLevel() { int newLevel = CalculateLevel(); if (newLevel <= m_CurrentLevel.Value) { return; } m_CurrentLevel.Value = newLevel; if (OnLevelUp?.Invoke() == true) { LevelUpEffect(); } }
private void CheckForLevelUp() { if (IsAtMaxLevel) { return; } while (experience > TotalExperienceForNextLevel) { experience -= TotalExperienceForNextLevel; level++; OnLevelChange.Invoke(this, level); OnLevelUp.Invoke(this, level); } }
public void SetLevel(int level, bool resetExperience = true) { if (this.level != level) { int oldLevel = this.level; this.level = Mathf.Clamp(level, 1, MaxLevel); if (resetExperience) { experience = 0f; } OnLevelChange.Invoke(this, level); if (oldLevel < level) { OnLevelUp.Invoke(this, level); } } }
public void InitializingLevel(int level) { if (this.level == 0) { this.level = level; experienceToNextLevel = CalculateExperienceToNextLevel(level); for (int i = 0; i < level; i++) { OnLevelUp?.Invoke(); } } else { Debug.LogError("Try to attempt to ReInitialize"); } }
public void ModifyLevel(int levelDifference, bool resetExperience = true) { if (levelDifference != 0) { int oldLevel = this.level; level = Mathf.Clamp(level + levelDifference, 1, MaxLevel); if (resetExperience) { experience = 0f; } OnLevelChange.Invoke(this, level); if (oldLevel < level) { OnLevelUp.Invoke(this, level); } } }
private void LevelUp() // Повышения уровня { if (currentExp >= player.MaxExperience) { currentExp = currentExp - player.MaxExperience; player.Level++; player.MaxHealth += 10; player.Strenght++; player.Dexterity++; playerView.ViewEffectLevelUp(transform.position); print("Plaeyr Level UP!"); if (levelUp != null) { levelUp.Invoke(); } } playerView.UpdateSliderExperience(currentExp); }
public void LevelUp(int newLevel) { level.SetValue(newLevel); CanvasManager.UITextBindings["level"].text = newLevel.ToString(); CanvasManager.UITextBindings["avatarLevel"].text = newLevel.ToString(); nextLevel.SetValue(ComputeNexLevel((int)level.GetValue())); skillPoints += 15; var stats = PlayerManager.Instance.Player.GetComponent <PlayerStats>(); CanvasManager.UITextBindings["skillPoints"].text = stats.skillPoints.ToString(); if (onLevelUp != null) { onLevelUp.Invoke(newLevel); } StatsCopy.armor = stats.armor.GetBaseValue(); StatsCopy.damage = stats.damage.GetBaseValue(); StatsCopy.maxHealth = stats.maxHealth.GetBaseValue(); StatsCopy.skillPoints = stats.skillPoints; //Debug.Log(StatsCopy.toString()); }
public void UpdateExperience(int delta) { var experienceAmount = AllEffects .Where(effect => effect is ExperienceEffect) .Select(effect => effect.Amount.Value) .Prepend(100f) .Max(); Experience += (int)(delta * experienceAmount / 100f); if (Experience >= ExperienceRequired) { Level++; Experience -= ExperienceRequired; ExperienceRequired += 100; foreach (var effect in Effects) { effect.LevelUp(); } UpdateStats(); OnLevelUp?.Invoke(this, EventArgs.Empty); } }
/* * public void setConstitution(int constitution) { this.constitution = constitution; } * public void setStrength(int strength) { this.strength = strength; } * public void setResistance(int resistance) { this.resistance = resistance; } * public void setAgility(int agility) { this.agility = agility; } * public void setAvailablePoints(int availablePoints) { this.availablePoints = availablePoints; } * public void setFireResistance(float fireResistance) { this.fireResistance = fireResistance; } * public void setPoisonResistance(float poisonResistance) { this.poisonResistance = poisonResistance; } * public void setParalyseResistance(float paralyseResistance) { this.paralyseResistance = paralyseResistance; } * public void setFearResistance(float fearResistance) { this.fearResistance = fearResistance; } */ public void levelUp() { level++; hitPoints += 5; actualLevelExp = nextLevelExp; nextLevelExp = (nextLevelExp * getMultiplier()); if (level % 3 == 0) { attack += 2; defense += 2; speed += 2; } else { attack++; defense++; speed++; } if (level % 5 == 0) { availablePoints += 2; } else { availablePoints++; } OnLevelUp?.Invoke(); if (actualExp > nextLevelExp) { ObtainExp(0); } }
public void UpgradeLevel() { ++_level; onLevelUp.Invoke(_level); }
private void LevelUp() { OnLevelUp?.Invoke(_level); StartCoroutine(CoLevelUp()); }
internal static void InvokeOnLevelUp(int level) { OnLevelUp?.Invoke(level); }
/// <summary> /// Invokes this character feature's OnLevelUp event. Generally, you should not call this yourself. /// </summary> protected internal void InvokeOnLevelUp(int level) { OnLevelUp?.Invoke(level); }
public void LevelUp() { AvailablePoints += 1; OnLevelUp?.Invoke(); }