-Works with minimal calls to SendNotification(), infinite loop possible
on multiple calls
-Add to MoreExp()
--Add case for multiple notifications of same type combining value
--If notification timer > maxTime
---expRate = expNotifyValue / secondsPassed
---Display Exp/s instead of continuously growing value
-Added accurate rotationPerSec & secondPerRot values!... Up to a speed
of ~720.
--Used for new idle expgain calculation in Load()
-Added scripting for assigning button events within
InitializeButtonArrays()
--stored all buttons to arrays depending on contents of the parent UI
panel's name
--mainButtons[], rotationButtons[], colorButtons[]... etc
--Future buttons will automatically exist within the array, only events
need assigning.
--Buttons do not include tick boxes, etc!
--Buttons cannot have onClick() even assigned through editor (Unity
bug?)
Added PlayerData class to GamerManager.cs
- Stored in Application.PersistantDataPath + "/playerInfo.dat"
- Safer way to store / transfer data?
- Add saving of local time when calling Save() or Load()
- Compare save time to load time and give afk rewards earned based on
rotation speed
-Alters expBarSprite's fill amount according to % ( exp gained /
required )
-Scales according to viewport
-Used Mathf.Lerp() to smooth bar growth over time.deltatime * lerpSpeed
-Added clicks integer to keep track of total clicks
Needs:
-Delevel if ExpLess() called until expObtained < previousExpRequired
-Create function to query for previous and future level requirements
returned and stored within structs
-Fixed messy RectTransforms, cleaned up scaling of UI across different
resolutions
-Prints level correctly in landscape view
-Added red 'container' that doubles as mask for displaying EXP gained
Needs:
-Scale exp bar, drawn within ExperienceBar script