feat: integrate UI manager into the score manager
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buildTarget: Android
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pSDShowRemoveMatteOption: 0
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BIN
Assets/Resources/Sprites/Touch.png
(Stored with Git LFS)
Normal file
BIN
Assets/Resources/Sprites/Touch.png
(Stored with Git LFS)
Normal file
Binary file not shown.
96
Assets/Resources/Sprites/Touch.png.meta
generated
Normal file
96
Assets/Resources/Sprites/Touch.png.meta
generated
Normal file
@ -0,0 +1,96 @@
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fileFormatVersion: 2
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platformSettings:
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buildTarget: DefaultTexturePlatform
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pSDShowRemoveMatteOption: 0
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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 _currentScore = 0;
|
||||||
private int _bestSessionScore = 0;
|
private int _bestSessionScore = 0;
|
||||||
private int _bestAllTimeScore;
|
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;
|
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()
|
private void Awake()
|
||||||
{
|
{
|
||||||
// Get _bestAllTimeScore if available or set it to 0
|
// Get _bestAllTimeScore if available or set it to 0
|
||||||
|
|
||||||
PlayerEvents.OnBallTouched += AddExperience;
|
|
||||||
PlayerEvents.OnBallTouched += AddScore;
|
PlayerEvents.OnBallTouched += AddScore;
|
||||||
|
PlayerEvents.OnBallTouched += AddExperience;
|
||||||
PlayerEvents.OnWallTouched += ResetMultiplierAndReward;
|
PlayerEvents.OnWallTouched += ResetMultiplierAndReward;
|
||||||
}
|
|
||||||
|
|
||||||
public void AddScore()
|
GameStateManager.Instance.OnGameStateChange += OnGameStateChange;
|
||||||
{
|
|
||||||
_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}");
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnDestroy()
|
private void OnDestroy()
|
||||||
@ -67,5 +40,92 @@ public class ScoreManager : MonoBehaviour
|
|||||||
PlayerEvents.OnBallTouched -= AddScore;
|
PlayerEvents.OnBallTouched -= AddScore;
|
||||||
PlayerEvents.OnBallTouched -= AddExperience;
|
PlayerEvents.OnBallTouched -= AddExperience;
|
||||||
PlayerEvents.OnWallTouched -= ResetMultiplierAndReward;
|
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 UnityEngine;
|
||||||
using Random = UnityEngine.Random;
|
using Random = UnityEngine.Random;
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user