- 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*
-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