public void SetTime(int time) { if (TimeAttack.currentState == null) { TimeAttack.currentState = new TimeAttack(); } TimeAttack.currentState.time = time; TimeAttack.Save(TimeAttack.currentState); }
public void SetDifficulty(int difficulty) { if (TimeAttack.currentState == null) { TimeAttack.currentState = new TimeAttack(); } TimeAttack.currentState.difficulty = difficulty; TimeAttack.Save(TimeAttack.currentState); }
public void StartGame0(int id) { TimeAttack.Reset(); TimeAttack.Save(TimeAttack.currentState); System.Random rnd = new System.Random(id); int sizebase = 4; int sizeex = (id % 8) * (id / 8) / 2; FloorBehaviour.nextSettings = new FloorSettings(id, id, new Vector2Int(sizebase + rnd.Next(0, sizeex), sizebase + rnd.Next(0, sizeex))); Scene("GameScene"); }
public void ApplyChallenge() { var rnd = new System.Random(TimeAttack.currentState.seed); int sizebase = 4; int sizeex = TimeAttack.currentState.difficulty * 8 + TimeAttack.currentState.clearedCount; TimeAttack.currentState.currentStage = new FloorSettings(TimeAttack.currentState.id, TimeAttack.currentState.seed, new Vector2Int(sizebase + rnd.Next(0, sizeex), sizebase + rnd.Next(0, sizeex))); TimeAttack.Save(TimeAttack.currentState); ContinuePause(); }
public void Next() { if (TimeAttack.currentState == null) { return; } { TimeAttack.currentState.totalCoin += GameStats.currentStats.coin; TimeAttack.currentState.totalTime += GameStats.currentStats.time; TimeAttack.currentState.totalMiss += GameStats.currentStats.miss; TimeAttack.currentState.clearedCount++; TimeAttack.currentState.seed++; TimeAttack.Save(TimeAttack.currentState); } GameStats.Reset(); ApplyChallenge(); }
public void StartChallenge() { if (TimeAttack.currentState == null) { TimeAttack.currentState = new TimeAttack(); } { TimeAttack.currentState.id = TimeAttack.currentState.difficulty * 1000 + TimeAttack.currentState.time + 100000; TimeAttack.currentState.totalTime = 0; TimeAttack.currentState.totalCoin = 0; TimeAttack.currentState.totalMiss = 0; TimeAttack.currentState.clearedCount = 0; TimeAttack.currentState.seed = new System.Random().Next(); TimeAttack.Save(TimeAttack.currentState); } SceneController.lastSelect = "TitleScene"; GameStats.Reset(); ApplyChallenge(); }