Reworked (bad)notification system

- Reduced huge amount of fluff logic, loops, conditionals
- Fixed infinite loop within 4+ calls to SendNotification()
-- Replaced with new function MakePopup(string contents)
-- Spawns a prefab, can call as much as you want (overlapping issue)
-Add combining of colliding Popups with similar contents (exp)
-- Add a tag passed into MakePopup() as argument used to combine similar
values ( and increase time left to Destroy(), raise speed of transform
to move away from other popups)
- Popups rotate within a range of -4 to 4 for trendy not-perfect look
*shrug*
This commit is contained in:
2017-09-05 18:12:08 -04:00
parent 33664d2735
commit 1bcca0e925
16 changed files with 93 additions and 162 deletions

View File

@@ -20,15 +20,21 @@ public class ExperienceBar : MonoBehaviour {
private float lerpSpeed;
[SerializeField]
private int clicks;
[SerializeField]
private GameObject eventSystem;
private float clicksNeeded = 10;
private float previousExpRequired;
private float barMovement;
private float barPosition;
private float Increment = 10;
private string notify;
// Use this for initialization
void Start () {
eventSystem = GameObject.Find("EventSystem");
fillAmount = currentExp / currentRequirement;
}
@@ -60,6 +66,9 @@ public class ExperienceBar : MonoBehaviour {
++clicks;
currentExp = currentExp + Increment;
fillAmount = currentExp / currentRequirement;
notify = "+" + Increment + "EXP";
eventSystem.GetComponent<GameManager>().MakePopup(notify);
//Debug.Log("fillAmount = " + fillAmount);
}