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@kihira /ScoreManager.cs Secret
Last active Nov 3, 2015

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public struct ScoreData
{
public string name;
public int score;
public float mutliplyer;
public ScoreData(string name, int score, float mutliplyer)
{
this.name = name;
this.score = score;
this.mutliplyer = mutliplyer;
}
}
// Defines how much score is added per frame to the display
public int updateRate = 2;
public GameObject scoreInfoPrefab;
private int score;
private int scoreToAdd;
private List<ScoreData> scores;
private List<GameObject> scoreDisplay;
/**
* MonoBehaviour Methods
**/
void Start ()
{
scores = new List<ScoreData>();
scoreDisplay = new List<GameObject>();
}
void Update ()
{
if (scoreToAdd <= 0) return;
scoreToAdd -= updateRate;
score += updateRate;
// Update text display for the scoreData
gameObject.GetComponent<Text>().text = score.ToString().PadLeft(8, '0');
}
void OnDestroy()
{
// TODO For now, submit high score on scene change (which is when this is destroyed)
SubmitScore();
}
/**
* Publically accessible methods
**/
public void AddScore(ScoreData scoreData)
{
// Check if player has not taken damage and if so, set multiplyer to 2x
PlayerPlane player = GameObject.FindWithTag("Player").GetComponent<PlayerPlane>();
if (player.maxPlayerHealth == player.playerHealth)
{
scoreData.mutliplyer = 2;
}
// Store score data and add score to score counter
scores.Add(scoreData);
scoreToAdd += (int)(scoreData.score * scoreData.mutliplyer);
// Add text on screen for score
CreateScoreText(scoreData);
Debug.Log("Add score:" + scoreData);
}
public void RemoveScoreInfo(GameObject gameObject)
{
scoreDisplay.Remove(gameObject);
}
/// <summary>
/// Creates a GameObject on the In-Game Canvas that provides current score information
/// </summary>
/// <param name="scoreData">The ScoreData to parse and display</param>
/// <returns></returns>
private GameObject CreateScoreText(ScoreData scoreData)
{
GameObject scoreInfo = Instantiate(scoreInfoPrefab);
RectTransform rectTransform = scoreInfo.GetComponent<RectTransform>();
// Set the canvas as parent
rectTransform.SetParent(GameObject.Find("In-Game Canvas").GetComponent<RectTransform>(), false);
// Format text into columns and styles
scoreInfo.GetComponent<Text>().text = string.Format("{0, -15} {1,6:##.##x} {2,-7:#####}", scoreData.name, scoreData.mutliplyer, scoreData.score);
// Offset below other scores being displayed if needs be
if (scoreDisplay.Count > 0)
{
rectTransform.anchoredPosition = new Vector2(rectTransform.anchoredPosition.x, scoreDisplay[scoreDisplay.Count-1].GetComponent<RectTransform>().anchoredPosition.y-17);
}
scoreDisplay.Add(scoreInfo);
return gameObject;
}
/// <summary>
/// Adds the current score to the local highscore data string
/// </summary>
private void SubmitScore()
{
// Make sure all the score is added to the main variable
score += scoreToAdd;
scoreToAdd = 0;
// Due to the limitations of PlayerPrefs not supporting lists, we'll conjoin everything into a semi colon seperated string
// In the future, a custom serialiser could be written which can store more data in a nicer fashion
// Scores are seperate by semi colons, score data is seperated by colons.
// scoreValue:date:username;
String scores = PlayerPrefs.GetString("HighScores", "");
scores += String.Format("{0}:{1}:{2};", score, DateTime.UtcNow.ToFileTimeUtc(), "AAA");
PlayerPrefs.SetString("HighScores", scores);
PlayerPrefs.Save();
}
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