void ChangeText(float value, float valueChange, SimStatType type) { if (type == SimStatType.Ranking) { GetComponent<TextMeshProUGUI>().text = "Piilotetut rankingpisteet: " + value.ToString(); } }
public void BarStatChange(float value, float valueChange, SimStatType type) { if (type == simStatType) { FloatNumberHelper.createFloatingNumbers(incText, valueChange, transform, randomizedOffSetEffect, incTextOffset); startIncrementing(value); } }
public void PerformAction() //Super ugly mutta en osaa unity editorscriptingiä enkä näin pienen asian vuoksi ala opettelemaan. { switch (eventClass) { case eventClassName.FloatChange: FloatChangeInfo floatChangeInfo = new FloatChangeInfo(); floatChangeInfo.changeofFloat = actionFloat1; event_Type = Event_Type.FLOAT_CHANGE; PerformActionWithEventInfo(event_Type, floatChangeInfo); break; case eventClassName.SimStat: SimStatType type = (SimStatType)System.Enum.Parse(typeof(SimStatType), actionString1, false); SimStatInfo simStatInfo = new SimStatInfo(); simStatInfo.SimStatName = type; simStatInfo.StatChange = actionFloat1; event_Type = Event_Type.SIMSTAT_CHANGE; PerformActionWithEventInfo(event_Type, simStatInfo); break; case eventClassName.FlagFire: Flag flag = new Flag(actionString1, (int)actionFloat1, actionBool1, (int)actionFloat2); flag.FireFlag(); break; case eventClassName.Purchase: PurchaseInfo purchaseInfo = new PurchaseInfo(); purchaseInfo.purchaseCost = actionFloat1; purchaseInfo.purchaseName = actionString1; //event_Type = Event_Type. PerformActionWithEventInfo(event_Type, purchaseInfo); break; case eventClassName.Billing: PurchaseInfo billingInfo = new PurchaseInfo(); billingInfo.purchaseCost = actionFloat1; billingInfo.purchaseName = actionString1; if (actionBool1 == true) { billingInfo.singleuse = true; } PerformActionWithEventInfo(Event_Type.CREATE_BILLING, billingInfo); break; default: break; } }
public void SetStat(SimStatType type, float value) { m_stats.Stat[(int)type].StatValue = value; }
public Stat getStatByEnum(SimStatType simStatType) { var stat = allStats.SingleOrDefault(givenStat => givenStat.SimStatType == simStatType); return(stat); }