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?
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@ -2,12 +2,12 @@
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using System.Collections;
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using System.Collections;
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using UnityEngine.UI;
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using UnityEngine.UI;
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public class ExperienceBar : MonoBehaviour {
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public class ExperienceBar : MonoBehaviour {
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public int Exp = 0;
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public float expObtained = 0;
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public string level = "1";
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public int level = 0;
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public int nextLevel = 1;
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public float Increment = 10;
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public int Increment = 10;
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public GameObject levelText;
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public GameObject levelText;
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public float barWidth;
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public float barWidth;
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public float barHeight;
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public float barHeight;
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@ -15,7 +15,7 @@ public class ExperienceBar : MonoBehaviour {
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GameObject expBar;
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GameObject expBar;
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// Eventually.. public RectTransform gainedExp
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// Eventually.. public RectTransform gainedExp
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//Array used as expRequired[leveldesired]
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//Array used as expRequired[leveldesired]
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public int[] expRequired = {0,0,100,250,450,700,1000,1350,1700,2150,2650 };
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public float expRequired = 100;
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public float clicksNeeded = 10;
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public float clicksNeeded = 10;
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float barMovement;
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float barMovement;
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float barPosition;
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float barPosition;
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@ -23,95 +23,67 @@ public class ExperienceBar : MonoBehaviour {
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// Use this for initialization
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// Use this for initialization
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void Start () {
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void Start () {
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expBar = this.gameObject;
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expBar = this.gameObject;
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barPosition = 0;
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this.gameObject.GetComponent<RectTransform>().sizeDelta = new Vector3(barPosition, barHeight);
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}
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}
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// Update is called once per frame
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// Update is called once per frame
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void Update () {
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void Update () {
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checkExpGain();
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//Check if Exp bar is full
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//Check if Exp bar is full
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if(this.gameObject.GetComponent<RectTransform>().sizeDelta.x == barWidth || expBar.GetComponent<RectTransform>().sizeDelta.x > barWidth)
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if(this.gameObject.GetComponent<RectTransform>().sizeDelta.x == barWidth || expBar.GetComponent<RectTransform>().sizeDelta.x > barWidth)
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{
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{
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this.gameObject.GetComponent<RectTransform>().sizeDelta = new Vector3(0, barHeight);
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LevelUp();
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clicksNeeded = (expRequired - expObtained) / Increment;
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barPosition = 0;
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barPosition = 0;
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levelText.GetComponent<Text>().text = level;
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this.gameObject.GetComponent<RectTransform>().sizeDelta = new Vector3(barPosition, barHeight);
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}
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}
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}
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}
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public void ExpGain()
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public void ExpMore()
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{
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{
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Exp = Exp + Increment;
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expObtained = expObtained + Increment;
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//Since increment is 10 && Level 1 = 100
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//10 clicks per level DIVDED BY clicks required for exp gain
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//10 clicks per level DIVDED BY clicks required for exp gain
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barMovement = 10 / clicksNeeded;
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//int clicks = 0;
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//clicks++;
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barMovement = (barWidth / clicksNeeded) / 10.0f ;
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barPosition = barMovement + barPosition;
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barPosition = barMovement + barPosition;
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Debug.Log("barPosition = " + barPosition);
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Debug.Log("barPosition = " + barPosition);
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//use time.deltatime to smooth this out to make it look better?
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//use time.deltatime to smooth this out to make it look better?
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this.gameObject.GetComponent<RectTransform>().sizeDelta = new Vector3(barPosition * 10, barHeight);
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this.gameObject.GetComponent<RectTransform>().sizeDelta = new Vector3(barPosition * 10, barHeight);
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}
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}
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public void LevelUp()
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public void checkExpGain()
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{
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{
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switch(Exp)
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level++;
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levelText.GetComponent<Text>().text = level.ToString();
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expRequired = Mathf.Pow(expRequired, 1.05f) + expRequired ;
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}
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public void ResetExp()
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{
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{
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case (100):
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barPosition = 0;
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level = "2";
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this.gameObject.GetComponent<RectTransform>().sizeDelta = new Vector3(barPosition, barHeight);
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nextLevel = 3;
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expObtained = 0;
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clicksNeeded = (expRequired[nextLevel] - Exp)/10;
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level = 1;
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break;
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levelText.GetComponent<Text>().text = level.ToString();
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expRequired = 100;
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clicksNeeded = 10;
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case (250):
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}
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level = "3";
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nextLevel = 4;
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clicksNeeded = (expRequired[nextLevel] - Exp) / 10;
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break;
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case (450):
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level = "4";
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nextLevel = 5;
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clicksNeeded = (expRequired[nextLevel] - Exp) / 10;
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break;
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case (700):
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level = "5";
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nextLevel = 6;
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clicksNeeded = (expRequired[nextLevel] - Exp) / 10;
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break;
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case (1000):
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level = "6";
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nextLevel = 7;
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clicksNeeded = (expRequired[nextLevel] - Exp) / 10;
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break;
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case (1350):
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level = "7";
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nextLevel = 8;
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clicksNeeded = (expRequired[nextLevel] - Exp) / 10;
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break;
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case (1700):
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level = "8";
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nextLevel = 9;
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clicksNeeded = (expRequired[nextLevel] - Exp) / 10;
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break;
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case (2150):
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level = "9";
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nextLevel = 10;
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clicksNeeded = (expRequired[nextLevel] - Exp) / 10;
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break;
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case (2650):
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level = "10";
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// nextLevel = 10;
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clicksNeeded = (expRequired[nextLevel] - Exp) / 10;
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break;
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public void ExpLess()
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{
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expObtained = expObtained - Increment;
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//Since increment is 10 && Level 1 = 100
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//10 clicks per level DIVDED BY clicks required for exp gain
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//int clicks = 0;
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//clicks++;
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barMovement = (barWidth / clicksNeeded) / 10.0f;
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barPosition = barPosition - barMovement;
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Debug.Log("barPosition = " + barPosition);
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//use time.deltatime to smooth this out to make it look better?
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this.gameObject.GetComponent<RectTransform>().sizeDelta = new Vector3(barPosition * 10, barHeight);
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}
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}
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}
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}
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}
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