refactor: clean up score manager
This commit is contained in:
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53a77e9c78
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115
Assets/Scenes/SampleScene.unity
generated
115
Assets/Scenes/SampleScene.unity
generated
@ -398,10 +398,8 @@ MonoBehaviour:
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@ -1906,6 +1921,21 @@ CanvasRenderer:
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m_AnchorMax: {x: 0.5, y: 0.5}
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@ -2162,6 +2192,52 @@ Camera:
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m_StereoSeparation: 0.022
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@ -1,7 +0,0 @@
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public enum GameState
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{
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Enter,
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Menu,
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Game,
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GameOver
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}
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@ -7,7 +7,7 @@ public class GameStateController : MonoBehaviour
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private void Awake()
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private void Awake()
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{
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{
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// Change game state to selected in inspector state when the game starts
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// Change game state to state selected in inspector when the game starts
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GameStateManager.Instance.ChangeState(ChangeToState);
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GameStateManager.Instance.ChangeState(ChangeToState);
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PlayerEvents.OnBallTouched += () => GameStateManager.Instance.ChangeState(GameState.Game);
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PlayerEvents.OnBallTouched += () => GameStateManager.Instance.ChangeState(GameState.Game);
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@ -1,6 +1,14 @@
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using System;
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using System;
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using UnityEngine;
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using UnityEngine;
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public enum GameState
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{
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Enter,
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Menu,
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Game,
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GameOver
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}
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public class GameStateManager
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public class GameStateManager
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{
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{
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// Make a singleton to be able to easily access game state manager from any script
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// Make a singleton to be able to easily access game state manager from any script
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@ -9,7 +9,6 @@ public class ScoreManager : MonoBehaviour
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[Header("Reward")]
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[Header("Reward")]
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[SerializeField] private int _initialReward = 1;
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[SerializeField] private int _initialReward = 1;
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private int _currentReward = 1;
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[Header("Experience")]
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[Header("Experience")]
|
||||||
[SerializeField] private int _initialMaxExperience = 3;
|
[SerializeField] private int _initialMaxExperience = 3;
|
||||||
@ -46,18 +45,21 @@ public class ScoreManager : MonoBehaviour
|
|||||||
|
|
||||||
private void AddScore()
|
private void AddScore()
|
||||||
{
|
{
|
||||||
_currentScore += _currentReward;
|
_currentScore += _initialReward * _currentRewardMultiplier;
|
||||||
|
|
||||||
uiManager.SetScoreText(_currentScore);
|
uiManager.SetScoreText(_currentScore);
|
||||||
|
|
||||||
#if UNITY_EDITOR
|
#if UNITY_EDITOR
|
||||||
Debug.Log($"XP: {_currentExperience} / {_currentMaxExperience}. SCORE: {_currentScore}. LVL: {_currentRewardMultiplier}. REWARD: {_currentReward}");
|
Debug.Log($"XP: {_currentExperience} / {_currentMaxExperience}. " +
|
||||||
|
$"SCORE: {_currentScore}. " +
|
||||||
|
$"LVL: {_currentRewardMultiplier}. " +
|
||||||
|
$"REWARD: {_initialReward * _currentRewardMultiplier}");
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
private void AddExperience()
|
private void AddExperience()
|
||||||
{
|
{
|
||||||
if (_currentRewardMultiplier <= _maxRewardMultiplier)
|
if (_currentRewardMultiplier < _maxRewardMultiplier)
|
||||||
_currentExperience++;
|
_currentExperience++;
|
||||||
|
|
||||||
if (_currentExperience == _currentMaxExperience)
|
if (_currentExperience == _currentMaxExperience)
|
||||||
@ -70,7 +72,6 @@ public class ScoreManager : MonoBehaviour
|
|||||||
{
|
{
|
||||||
_currentRewardMultiplier *= 2;
|
_currentRewardMultiplier *= 2;
|
||||||
_currentMaxExperience = (int)Math.Ceiling(_currentMaxExperience * 1.5f);
|
_currentMaxExperience = (int)Math.Ceiling(_currentMaxExperience * 1.5f);
|
||||||
_currentReward = _initialReward * _currentRewardMultiplier;
|
|
||||||
_currentExperience = 0;
|
_currentExperience = 0;
|
||||||
|
|
||||||
uiManager.SetMultiplierText(_currentRewardMultiplier);
|
uiManager.SetMultiplierText(_currentRewardMultiplier);
|
||||||
@ -87,15 +88,16 @@ public class ScoreManager : MonoBehaviour
|
|||||||
_currentExperience = 0;
|
_currentExperience = 0;
|
||||||
_currentMaxExperience = _initialMaxExperience;
|
_currentMaxExperience = _initialMaxExperience;
|
||||||
|
|
||||||
_currentReward = _initialReward;
|
|
||||||
|
|
||||||
uiManager.SetMultiplierText(_currentRewardMultiplier);
|
uiManager.SetMultiplierText(_currentRewardMultiplier);
|
||||||
uiManager.SetExperienceSliderValue(_currentExperience);
|
uiManager.SetExperienceSliderValue(_currentExperience);
|
||||||
uiManager.SetExperienceSliderMaxValue(_currentMaxExperience);
|
uiManager.SetExperienceSliderMaxValue(_currentMaxExperience);
|
||||||
|
|
||||||
#if UNITY_EDITOR
|
#if UNITY_EDITOR
|
||||||
Debug.Log($"Multiplier and reward is reseted!");
|
Debug.Log($"Multiplier is reseted" +
|
||||||
Debug.Log($"XP: {_currentExperience} / {_currentMaxExperience}. SCORE: {_currentScore}. LVL: {_currentRewardMultiplier}. REWARD: {_currentReward}");
|
$"XP: {_currentExperience} / {_currentMaxExperience}. " +
|
||||||
|
$"SCORE: {_currentScore}. " +
|
||||||
|
$"LVL: {_currentRewardMultiplier}. " +
|
||||||
|
$"REWARD: {_initialReward * _currentRewardMultiplier}");
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -119,6 +121,7 @@ public class ScoreManager : MonoBehaviour
|
|||||||
case GameState.Enter:
|
case GameState.Enter:
|
||||||
break;
|
break;
|
||||||
case GameState.Menu:
|
case GameState.Menu:
|
||||||
|
ResetAllValues();
|
||||||
break;
|
break;
|
||||||
case GameState.Game:
|
case GameState.Game:
|
||||||
break;
|
break;
|
||||||
|
Loading…
Reference in New Issue
Block a user