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PlayerData

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May 3rd, 2018
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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4.  
  5. [CreateAssetMenu(fileName = "PlayerData", menuName = "PlayerData")]
  6. public class PlayerData : ScriptableObject
  7. {
  8.  
  9. [SerializeField] private UnityIntEvent pointsChange;
  10.  
  11. [SerializeField] private int points;
  12. public int Points { get { return points; } }
  13.  
  14. [SerializeField] private UnityIntEvent bitsChange;
  15.  
  16. [SerializeField] private int bits;
  17.  
  18. public int Bits { get { return bits; } }
  19.  
  20. public void AddPoints(int value)
  21. {
  22. points += value;
  23. pointsChange.Invoke(points);
  24. }
  25.  
  26. public void ResetPoints()
  27. {
  28. points = 0;
  29. pointsChange.Invoke(points);
  30. }
  31.  
  32. public void AddBits(int value)
  33. {
  34. bits += value;
  35. bitsChange.Invoke(bits);
  36. }
  37.  
  38. public void SubtractBits(int value)
  39. {
  40. bits -= value;
  41. bitsChange.Invoke(bits);
  42. }
  43.  
  44. public void ResetPixels()
  45. {
  46. bits = 0;
  47. bitsChange.Invoke(bits);
  48. }
  49. }
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