feat: integrate UI manager into the score manager
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maxTextureSize: 2048
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||||
resizeAlgorithm: 0
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||||
textureFormat: -1
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||||
textureCompression: 1
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||||
compressionQuality: 50
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||||
crunchedCompression: 0
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allowsAlphaSplitting: 0
|
||||
overridden: 0
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||||
androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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||||
spriteSheet:
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serializedVersion: 2
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||||
sprites: []
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outline: []
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physicsShape: []
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bones: []
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spriteID: 5e97eb03825dee720800000000000000
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internalID: 0
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vertices: []
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indices:
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edges: []
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weights: []
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secondaryTextures: []
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spritePackingTag:
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pSDRemoveMatte: 0
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pSDShowRemoveMatteOption: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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1501
Assets/Scenes/SampleScene.unity
generated
1501
Assets/Scenes/SampleScene.unity
generated
File diff suppressed because it is too large
Load Diff
@ -6,60 +6,33 @@ public class ScoreManager : MonoBehaviour
|
||||
private int _currentScore = 0;
|
||||
private int _bestSessionScore = 0;
|
||||
private int _bestAllTimeScore;
|
||||
|
||||
private int _initialRewardMultiplier = 1;
|
||||
private int _currentRewardMultiplier = 1;
|
||||
private int _currentExperience = 0;
|
||||
private int _initialMaxExperience = 3;
|
||||
private int _currentMaxExperience = 3;
|
||||
[SerializeField] private int _maxMultiplier;
|
||||
|
||||
private int _initialReward = 1;
|
||||
[Header("Reward")]
|
||||
[SerializeField] private int _initialReward = 1;
|
||||
private int _currentReward = 1;
|
||||
|
||||
[Header("Experience")]
|
||||
[SerializeField] private int _initialMaxExperience = 3;
|
||||
private int _currentMaxExperience = 3;
|
||||
private int _currentExperience = 0;
|
||||
|
||||
[Header("Reward multiplier")]
|
||||
[SerializeField] private int _initialRewardMultiplier = 1;
|
||||
[SerializeField] private int _maxRewardMultiplier;
|
||||
private int _currentRewardMultiplier = 1;
|
||||
|
||||
[Header("UI")]
|
||||
[SerializeField] private UIManager uiManager;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// Get _bestAllTimeScore if available or set it to 0
|
||||
|
||||
PlayerEvents.OnBallTouched += AddExperience;
|
||||
PlayerEvents.OnBallTouched += AddScore;
|
||||
PlayerEvents.OnBallTouched += AddExperience;
|
||||
PlayerEvents.OnWallTouched += ResetMultiplierAndReward;
|
||||
}
|
||||
|
||||
public void AddScore()
|
||||
{
|
||||
_currentScore += _currentReward;
|
||||
Debug.Log($"XP: {_currentExperience} / {_currentMaxExperience}. SCORE: {_currentScore}. LVL: {_currentRewardMultiplier}. REWARD: {_currentReward}");
|
||||
}
|
||||
|
||||
public void AddExperience()
|
||||
{
|
||||
if (_currentRewardMultiplier >= _maxMultiplier) return;
|
||||
_currentExperience++;
|
||||
|
||||
if (_currentExperience != _currentMaxExperience) return;
|
||||
IncreaseMultiplier();
|
||||
}
|
||||
|
||||
private void IncreaseMultiplier()
|
||||
{
|
||||
_currentExperience = 0;
|
||||
_currentRewardMultiplier *= 2;
|
||||
_currentMaxExperience = (int) Math.Ceiling(_currentMaxExperience * 1.5f);
|
||||
_currentReward = _initialReward * _currentRewardMultiplier;
|
||||
Debug.Log($"Multiplier Up!");
|
||||
}
|
||||
|
||||
public void ResetMultiplierAndReward()
|
||||
{
|
||||
_currentRewardMultiplier = _initialRewardMultiplier;
|
||||
_currentExperience = 0;
|
||||
_currentMaxExperience = _initialMaxExperience;
|
||||
|
||||
_currentReward = _initialReward;
|
||||
|
||||
Debug.Log($"Multiplier and reward is reseted!");
|
||||
Debug.Log($"XP: {_currentExperience} / {_currentMaxExperience}. SCORE: {_currentScore}. LVL: {_currentRewardMultiplier}. REWARD: {_currentReward}");
|
||||
GameStateManager.Instance.OnGameStateChange += OnGameStateChange;
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
@ -67,5 +40,92 @@ public class ScoreManager : MonoBehaviour
|
||||
PlayerEvents.OnBallTouched -= AddScore;
|
||||
PlayerEvents.OnBallTouched -= AddExperience;
|
||||
PlayerEvents.OnWallTouched -= ResetMultiplierAndReward;
|
||||
|
||||
GameStateManager.Instance.OnGameStateChange -= OnGameStateChange;
|
||||
}
|
||||
|
||||
private void AddScore()
|
||||
{
|
||||
_currentScore += _currentReward;
|
||||
|
||||
uiManager.SetScoreText(_currentScore);
|
||||
|
||||
#if UNITY_EDITOR
|
||||
Debug.Log($"XP: {_currentExperience} / {_currentMaxExperience}. SCORE: {_currentScore}. LVL: {_currentRewardMultiplier}. REWARD: {_currentReward}");
|
||||
#endif
|
||||
}
|
||||
|
||||
private void AddExperience()
|
||||
{
|
||||
if (_currentRewardMultiplier <= _maxRewardMultiplier)
|
||||
_currentExperience++;
|
||||
|
||||
if (_currentExperience == _currentMaxExperience)
|
||||
IncreaseMultiplier();
|
||||
|
||||
uiManager.SetExperienceSliderValue(_currentExperience);
|
||||
}
|
||||
|
||||
private void IncreaseMultiplier()
|
||||
{
|
||||
_currentRewardMultiplier *= 2;
|
||||
_currentMaxExperience = (int)Math.Ceiling(_currentMaxExperience * 1.5f);
|
||||
_currentReward = _initialReward * _currentRewardMultiplier;
|
||||
_currentExperience = 0;
|
||||
|
||||
uiManager.SetMultiplierText(_currentRewardMultiplier);
|
||||
uiManager.SetExperienceSliderMaxValue(_currentMaxExperience);
|
||||
|
||||
#if UNITY_EDITOR
|
||||
Debug.Log($"Multiplier Up!");
|
||||
#endif
|
||||
}
|
||||
|
||||
private void ResetMultiplierAndReward()
|
||||
{
|
||||
_currentRewardMultiplier = _initialRewardMultiplier;
|
||||
_currentExperience = 0;
|
||||
_currentMaxExperience = _initialMaxExperience;
|
||||
|
||||
_currentReward = _initialReward;
|
||||
|
||||
uiManager.SetMultiplierText(_currentRewardMultiplier);
|
||||
uiManager.SetExperienceSliderValue(_currentExperience);
|
||||
uiManager.SetExperienceSliderMaxValue(_currentMaxExperience);
|
||||
|
||||
#if UNITY_EDITOR
|
||||
Debug.Log($"Multiplier and reward is reseted!");
|
||||
Debug.Log($"XP: {_currentExperience} / {_currentMaxExperience}. SCORE: {_currentScore}. LVL: {_currentRewardMultiplier}. REWARD: {_currentReward}");
|
||||
#endif
|
||||
}
|
||||
|
||||
private void ResetAllValues()
|
||||
{
|
||||
ResetMultiplierAndReward();
|
||||
|
||||
_currentScore = 0;
|
||||
|
||||
uiManager.SetScoreText(_currentScore);
|
||||
|
||||
#if UNITY_EDITOR
|
||||
Debug.Log("SCORE MANAGER: All values reseted");
|
||||
#endif
|
||||
}
|
||||
|
||||
private void OnGameStateChange(GameState newGameState)
|
||||
{
|
||||
switch (newGameState)
|
||||
{
|
||||
case GameState.Enter:
|
||||
break;
|
||||
case GameState.Menu:
|
||||
break;
|
||||
case GameState.Game:
|
||||
break;
|
||||
case GameState.GameOver:
|
||||
break;
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException(nameof(newGameState), newGameState, null);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,4 +1,3 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user