feat: integrate UI manager into the score manager

This commit is contained in:
cuqmbr 2022-03-23 19:45:06 +02:00
parent b9e1ca9841
commit 53a77e9c78
27 changed files with 7104 additions and 832 deletions

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@ -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);
}
}
}

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@ -1,4 +1,3 @@
using System;
using UnityEngine;
using Random = UnityEngine.Random;