public void AddExp_Positive()
        {
            PlayerLevelSystem sys = new PlayerLevelSystem();
            Player            p   = new Player(new PlayerStats(0, 0));

            sys.AddExp(p, 10);
            Assert.AreEqual(10, p.Exp);
        }
        public void AddExp_LevelUp()
        {
            PlayerLevelSystem sys = new PlayerLevelSystem();
            Player            p   = new Player(new PlayerStats(0, 0));

            sys.AddExp(p, 100);
            Assert.AreEqual(2, p.Level);
        }
        public void AddExp_LevelUp_Max()
        {
            PlayerLevelSystem sys = new PlayerLevelSystem();
            Player            p   = new Player(new PlayerStats(0, 0));

            sys.AddExp(p, 1000000);
            Assert.AreEqual(sys.MaxExperience, p.Exp);
            Assert.AreEqual(sys.MaxLevel, p.Level);
        }
    // Use this for initialization
    void Start()
    {
        //	Debug.LogError("Player Data Start");

        if (_gameStatistics == null)
        {
            //Instantuate the player statistics.
            _gameStatistics = Instantiate(BlankStatistics) as Statistics;
            _gameStatistics.transform.parent = transform;

            _gameStatistics.gameObject.name = "TotalGameStatistics";
            _gameStatistics.ContainerLabel  = "All Game Stats";

            //Set the multiplier to none since its full game stats.
            _gameStatistics.ValueMultiplier = 0;

            _gameStatistics.LoadFromPlayerPrefs();

            DontDestroyOnLoad(_gameStatistics.gameObject);
        }

        if (_gameHistory == null)
        {
            //Create a list for the game histroy.
            _gameHistory = new Stack <Statistics>();
        }

        if (PTPLevelingPrefab && !MyPTPLevel)
        {
            //Create the level object.
            _myLeveling = Instantiate(PTPLevelingPrefab) as PlayerLevelSystem;
            _myLeveling.transform.parent = transform;

            DontDestroyOnLoad(_myLeveling.gameObject);
        }

        //Create the array.
        _gameSlots = new ItemSlot[_itemSlots.Length];
        ItemToGameSlots();


        //Fill up infinite modes phase mission with data from the item cards.
        if (!cardInit)
        {
            InitalizeItemCards();
        }
    }
    public void LoadAllDataFromFileSystem()
    {
        if (FileFetch.FetchFloat("VERSION") < FileVersion)
        {
            FileFetch.ClearAllKeys();
        }

        //Destroy the old if we have one
        if (_gameStatistics != null)
        {
            Destroy(_gameStatistics.gameObject);
        }


        //Instantuate the player statistics.
        _gameStatistics = Instantiate(BlankStatistics) as Statistics;
        _gameStatistics.transform.parent = transform;

        _gameStatistics.gameObject.name = "TotalGameStatistics";
        _gameStatistics.ContainerLabel  = "All Game Stats";

        _gameStatistics.LoadFromPlayerPrefs();

        DontDestroyOnLoad(_gameStatistics.gameObject);


        //Load the gem bank
        _gemBank = FileFetch.FetchInt("GEMBANK");

        //Load the total xp
        _totalXP = FileFetch.FetchInt("TOTALXP");
        //_totalXP = 0;

        //Set the total xp into the leveling system to calculate.
        if (!MyPTPLevel)
        {
            //Create the level object.
            _myLeveling = Instantiate(PTPLevelingPrefab) as PlayerLevelSystem;
            _myLeveling.transform.parent = transform;
            DontDestroyOnLoad(_myLeveling.gameObject);
        }

        TotalXP = _totalXP;



        foreach (BaseItemCard card in CardDeck)
        {
            //Only go through missions for dirty cards.
            card.LoadCardItem();
        }

        //Load slots here
        //LoadSlots();
        ClearGameSlots();

        //Handle options and other data here.
        Options.Load();

        //SocialCenter.Instance.LoadLeaderboard("Highscore_PPS");
    }
示例#6
0
 void Awake()
 {
     PLevelS = this;
 }