spinningcube/Assets/Scripts/ExperienceBar.cs
Shaun M Reed 3251ae85b6 Fixed ExperienceBar.cs
Fixed bar filling up before gaining require exp
Added exp curve (required + required^1.05)
Removed fixed levels, added infinite progression
Fixed clicksNeeded to account for expObtained
Added ExpReset() and ExpLess()

Needs:
Click count
Better debug logs
Delevel if previousExpRequired>expObtained  ( When using ExpLess() )
--Exponential equation to determine infinite previous levels without
storing them individually?
2017-08-23 11:11:04 -04:00

90 lines
2.7 KiB
C#

using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class ExperienceBar : MonoBehaviour {
public float expObtained = 0;
public int level = 0;
public float Increment = 10;
public GameObject levelText;
public float barWidth;
public float barHeight;
GameObject expBar;
// Eventually.. public RectTransform gainedExp
//Array used as expRequired[leveldesired]
public float expRequired = 100;
public float clicksNeeded = 10;
float barMovement;
float barPosition;
// Use this for initialization
void Start () {
expBar = this.gameObject;
barPosition = 0;
this.gameObject.GetComponent<RectTransform>().sizeDelta = new Vector3(barPosition, barHeight);
}
// Update is called once per frame
void Update () {
//Check if Exp bar is full
if(this.gameObject.GetComponent<RectTransform>().sizeDelta.x == barWidth || expBar.GetComponent<RectTransform>().sizeDelta.x > barWidth)
{
LevelUp();
clicksNeeded = (expRequired - expObtained) / Increment;
barPosition = 0;
this.gameObject.GetComponent<RectTransform>().sizeDelta = new Vector3(barPosition, barHeight);
}
}
public void ExpMore()
{
expObtained = expObtained + Increment;
//Since increment is 10 && Level 1 = 100
//10 clicks per level DIVDED BY clicks required for exp gain
//int clicks = 0;
//clicks++;
barMovement = (barWidth / clicksNeeded) / 10.0f ;
barPosition = barMovement + barPosition;
Debug.Log("barPosition = " + barPosition);
//use time.deltatime to smooth this out to make it look better?
this.gameObject.GetComponent<RectTransform>().sizeDelta = new Vector3(barPosition * 10, barHeight);
}
public void LevelUp()
{
level++;
levelText.GetComponent<Text>().text = level.ToString();
expRequired = Mathf.Pow(expRequired, 1.05f) + expRequired ;
}
public void ResetExp()
{
barPosition = 0;
this.gameObject.GetComponent<RectTransform>().sizeDelta = new Vector3(barPosition, barHeight);
expObtained = 0;
level = 1;
levelText.GetComponent<Text>().text = level.ToString();
expRequired = 100;
clicksNeeded = 10;
}
public void ExpLess()
{
expObtained = expObtained - Increment;
//Since increment is 10 && Level 1 = 100
//10 clicks per level DIVDED BY clicks required for exp gain
//int clicks = 0;
//clicks++;
barMovement = (barWidth / clicksNeeded) / 10.0f;
barPosition = barPosition - barMovement;
Debug.Log("barPosition = " + barPosition);
//use time.deltatime to smooth this out to make it look better?
this.gameObject.GetComponent<RectTransform>().sizeDelta = new Vector3(barPosition * 10, barHeight);
}
}