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?
This commit is contained in:
Shaun Reed 2017-08-23 11:11:04 -04:00
parent ebac7507ef
commit 3251ae85b6
1 changed files with 73 additions and 101 deletions

View File

@ -2,116 +2,88 @@
using System.Collections; using System.Collections;
using UnityEngine.UI; using UnityEngine.UI;
public class ExperienceBar : MonoBehaviour { public class ExperienceBar : MonoBehaviour {
public int Exp = 0; public float expObtained = 0;
public string level = "1"; public int level = 0;
public int nextLevel = 1; public float Increment = 10;
public int Increment = 10; public GameObject levelText;
public GameObject levelText; public float barWidth;
public float barWidth; public float barHeight;
public float barHeight;
GameObject expBar; GameObject expBar;
// Eventually.. public RectTransform gainedExp // Eventually.. public RectTransform gainedExp
//Array used as expRequired[leveldesired] //Array used as expRequired[leveldesired]
public int[] expRequired = {0,0,100,250,450,700,1000,1350,1700,2150,2650 }; public float expRequired = 100;
public float clicksNeeded = 10; public float clicksNeeded = 10;
float barMovement; float barMovement;
float barPosition; float barPosition;
// Use this for initialization // Use this for initialization
void Start () { void Start () {
expBar = this.gameObject; expBar = this.gameObject;
} barPosition = 0;
this.gameObject.GetComponent<RectTransform>().sizeDelta = new Vector3(barPosition, barHeight);
}
// Update is called once per frame // Update is called once per frame
void Update () { void Update () {
checkExpGain(); //Check if Exp bar is full
//Check if Exp bar is full
if(this.gameObject.GetComponent<RectTransform>().sizeDelta.x == barWidth || expBar.GetComponent<RectTransform>().sizeDelta.x > barWidth) if(this.gameObject.GetComponent<RectTransform>().sizeDelta.x == barWidth || expBar.GetComponent<RectTransform>().sizeDelta.x > barWidth)
{
this.gameObject.GetComponent<RectTransform>().sizeDelta = new Vector3(0, barHeight);
barPosition = 0;
levelText.GetComponent<Text>().text = level;
}
}
public void ExpGain()
{ {
Exp = Exp + Increment; LevelUp();
//10 clicks per level DIVDED BY clicks required for exp gain clicksNeeded = (expRequired - expObtained) / Increment;
barMovement = 10 / clicksNeeded; barPosition = 0;
barPosition = barMovement + barPosition; this.gameObject.GetComponent<RectTransform>().sizeDelta = new Vector3(barPosition, barHeight);
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 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 checkExpGain() public void LevelUp()
{ {
switch(Exp) level++;
{ levelText.GetComponent<Text>().text = level.ToString();
case (100): expRequired = Mathf.Pow(expRequired, 1.05f) + expRequired ;
level = "2"; }
nextLevel = 3;
clicksNeeded = (expRequired[nextLevel] - Exp)/10;
break;
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;
}
case (250): public void ExpLess()
level = "3"; {
nextLevel = 4; expObtained = expObtained - Increment;
clicksNeeded = (expRequired[nextLevel] - Exp) / 10; //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);
}
break;
case (450):
level = "4";
nextLevel = 5;
clicksNeeded = (expRequired[nextLevel] - Exp) / 10;
break;
case (700):
level = "5";
nextLevel = 6;
clicksNeeded = (expRequired[nextLevel] - Exp) / 10;
break;
case (1000):
level = "6";
nextLevel = 7;
clicksNeeded = (expRequired[nextLevel] - Exp) / 10;
break;
case (1350):
level = "7";
nextLevel = 8;
clicksNeeded = (expRequired[nextLevel] - Exp) / 10;
break;
case (1700):
level = "8";
nextLevel = 9;
clicksNeeded = (expRequired[nextLevel] - Exp) / 10;
break;
case (2150):
level = "9";
nextLevel = 10;
clicksNeeded = (expRequired[nextLevel] - Exp) / 10;
break;
case (2650):
level = "10";
// nextLevel = 10;
clicksNeeded = (expRequired[nextLevel] - Exp) / 10;
break;
}
}
} }