Beispiel #1
0
        /// <summary>
        /// Shows the game over dialog.
        /// </summary>
        /// Override this in your own base class if you want to customise the game over window. Be sure to call this base instance when done.
        public virtual void Show(bool isWon)
        {
            Assert.IsTrue(LevelManager.IsActive, "Ensure that you have a LevelManager component attached to your scene.");

            var currentLevel = GameManager.Instance.Levels.Selected;

            // update the player score if necessary
            if ((UpdatePlayerScore == CopyType.Always) || (UpdatePlayerScore == CopyType.OnWin && isWon))
            {
                GameManager.Instance.Player.AddPoints(currentLevel.Score);
            }

            // update the player coins if necessary
            if ((UpdatePlayerCoins == CopyType.Always) || (UpdatePlayerCoins == CopyType.OnWin && isWon))
            {
                GameManager.Instance.Player.AddCoins(currentLevel.Coins);
            }

            // show won / lost game objects as appropriate
            GameObjectHelper.SafeSetActive(GameObjectHelper.GetChildNamedGameObject(DialogInstance.gameObject, "Lost", true), !isWon);

            // see if the world or game is won and also if we should unlock the next world / level
            GameObjectHelper.SafeSetActive(GameObjectHelper.GetChildNamedGameObject(DialogInstance.gameObject, "GameWon", true), false);
            GameObjectHelper.SafeSetActive(GameObjectHelper.GetChildNamedGameObject(DialogInstance.gameObject, "WorldWon", true), false);
            GameObjectHelper.SafeSetActive(GameObjectHelper.GetChildNamedGameObject(DialogInstance.gameObject, "LevelWon", true), false);
            GameObjectHelper.SafeSetActive(GameObjectHelper.GetChildNamedGameObject(DialogInstance.gameObject, "Won", true), false);
            if (isWon)
            {
                //TODO: if coins unlock mode then need to check all levels are done before saying world complete - same for game...
                //TODO: perhaps in future we might want to distinguish between the first and subsequent times a user completes something?
                //// is the game won
                //if (GameHelper.IsCurrentLevelLastInGame()) {
                //    GameObjectHelper.SafeSetActive(GameObjectHelper.GetChildNamedGameObject(DialogInstance.gameObject, "GameWon", true), true);
                //}

                //// is a world won
                //else if (GameHelper.IsCurrentLevelLastInGame())
                //{
                //    GameObjectHelper.SafeSetActive(GameObjectHelper.GetChildNamedGameObject(DialogInstance.gameObject, "WorldWon", true), true);
                //}

                //// level won
                //else if (GameManager.Instance.Levels.GetNextItem() != null)
                //{
                //    GameObjectHelper.SafeSetActive(GameObjectHelper.GetChildNamedGameObject(DialogInstance.gameObject, "LevelWon", true), true);
                //}

                //// else won with some other condition
                //else
                //{
                GameObjectHelper.SafeSetActive(GameObjectHelper.GetChildNamedGameObject(DialogInstance.gameObject, "Won", true), true);
                //}

                // process and update game state - do this last so we can check some bits above.
                GameHelper.ProcessCurrentLevelComplete();
            }

            // set some text based upon the result
            UIHelper.SetTextOnChildGameObject(DialogInstance.gameObject, "AchievementText", LocaliseText.Format(LocalisationBase + ".Achievement", currentLevel.Score, currentLevel.Name));

            // setup stars
            var starsGameObject = GameObjectHelper.GetChildNamedGameObject(DialogInstance.gameObject, "Stars", true);

            GameObjectHelper.SafeSetActive(starsGameObject, ShowStars);
            if (ShowStars)
            {
                Assert.IsNotNull(starsGameObject, "GameOver->ShowStars is enabled, but could not find a 'Stars' gameobject. Disable the option or fix the structure.");
                starsGameObject.SetActive(ShowStars);
                var newStarsWon = GetNewStarsWon();
                currentLevel.StarsWon |= newStarsWon;
                var star1WonGameObject = GameObjectHelper.GetChildNamedGameObject(starsGameObject, "Star1", true);
                var star2WonGameObject = GameObjectHelper.GetChildNamedGameObject(starsGameObject, "Star2", true);
                var star3WonGameObject = GameObjectHelper.GetChildNamedGameObject(starsGameObject, "Star3", true);
                StarWon(currentLevel.StarsWon, newStarsWon, star1WonGameObject, 1);
                StarWon(currentLevel.StarsWon, newStarsWon, star2WonGameObject, 2);
                StarWon(currentLevel.StarsWon, newStarsWon, star3WonGameObject, 4);
                GameObjectHelper.SafeSetActive(GameObjectHelper.GetChildNamedGameObject(starsGameObject, "StarWon", true), newStarsWon != 0);
            }

            // set time
            var difference     = DateTime.Now - LevelManager.Instance.StartTime;
            var timeGameObject = GameObjectHelper.GetChildNamedGameObject(DialogInstance.gameObject, "Time", true);

            GameObjectHelper.SafeSetActive(timeGameObject, ShowTime);
            if (ShowTime)
            {
                Assert.IsNotNull(timeGameObject, "GameOver->ShowTime is enabled, but could not find a 'Time' gameobject. Disable the option or fix the structure.");

                UIHelper.SetTextOnChildGameObject(timeGameObject, "TimeResult", difference.Minutes.ToString("D2") + "." + difference.Seconds.ToString("D2"), true);
            }

            // set coins
            var coinsGameObject = GameObjectHelper.GetChildNamedGameObject(DialogInstance.gameObject, "Coins", true);

            GameObjectHelper.SafeSetActive(coinsGameObject, ShowCoins);
            if (ShowCoins)
            {
                Assert.IsNotNull(coinsGameObject, "GameOver->ShowCoins is enabled, but could not find a 'Coins' gameobject. Disable the option or fix the structure.");
                UIHelper.SetTextOnChildGameObject(coinsGameObject, "CoinsResult", currentLevel.Coins.ToString(), true);
            }

            // set score
            var scoreGameObject = GameObjectHelper.GetChildNamedGameObject(DialogInstance.gameObject, "Score", true);

            GameObjectHelper.SafeSetActive(scoreGameObject, ShowScore);
            if (ShowScore)
            {
                Assert.IsNotNull(scoreGameObject, "GameOver->ShowScore is enabled, but could not find a 'Score' gameobject. Disable the option or fix the structure.");
                var distanceText = LocaliseText.Format(LocalisationBase + ".ScoreResult", currentLevel.Score.ToString());
                if (currentLevel.HighScore > currentLevel.OldHighScore)
                {
                    distanceText += "\n" + LocaliseText.Get(LocalisationBase + ".NewHighScore");
                }
                UIHelper.SetTextOnChildGameObject(scoreGameObject, "ScoreResult", distanceText, true);
            }

            UpdateNeededCoins();

            // save game state.
            GameManager.Instance.Player.UpdatePlayerPrefs();
            currentLevel.UpdatePlayerPrefs();
            PreferencesFactory.Save();

            //show dialog
            DialogInstance.Show();

            //TODO bug - as we increase TimesPlayedForRatingPrompt on both game start (GameManager) and level finish we can miss this comparison.
            if (GameManager.Instance.TimesPlayedForRatingPrompt == TimesPlayedBeforeRatingPrompt)
            {
                var gameFeedback = new GameFeedback();
                gameFeedback.GameFeedbackAssumeTheyLikeOptional();
            }

#if UNITY_ANALYTICS
            // record some analytics on the level played
            var values = new Dictionary <string, object>
            {
                { "score", currentLevel.Score },
                { "Coins", currentLevel.Coins },
                { "time", difference },
                { "level", currentLevel.Number }
            };
            Analytics.CustomEvent("GameOver", values);
#endif

            // co routine to periodic updates of display (don't need to do this every frame)
            if (!Mathf.Approximately(PeriodicUpdateDelay, 0))
            {
                StartCoroutine(PeriodicUpdate());
            }
        }
Beispiel #2
0
        /// <summary>
        /// If you assume that they like the game (e.g. after a given number of plays) then call this method. This should be
        /// invoked as a direct result of a user action to rate (call GameFeedbackAssumeTheyLikeOptional otherwise).
        /// </summary>
        public void GameFeedbackAssumeTheyLike()
        {
            GameFeedback gameFeedback = new GameFeedback();

            gameFeedback.GameFeedbackAssumeTheyLike();
        }
Beispiel #3
0
        /// <summary>
        /// If you are unsure whether they like your game then call this method to get additional confirmation
        /// before getting a rating.
        /// </summary>
        public void GameFeedbackUnsureIfTheyLike()
        {
            GameFeedback gameFeedback = new GameFeedback();

            gameFeedback.GameFeedbackUnsureIfTheyLike();
        }
 /// <summary>
 /// If you are unsure whether they like your game then call this method to get additional confirmation 
 /// before getting a rating.
 /// </summary>
 public void GameFeedbackUnsureIfTheyLike()
 {
     GameFeedback gameFeedback = new GameFeedback();
     gameFeedback.GameFeedbackUnsureIfTheyLike();
 }
 /// <summary>
 /// If you assume that they like the game (e.g. after a given number of plays) then call this method. This should be
 /// invoked as a direct result of a user action to rate (call GameFeedbackAssumeTheyLikeOptional otherwise).
 /// </summary>
 public void GameFeedbackAssumeTheyLike()
 {
     GameFeedback gameFeedback = new GameFeedback();
     gameFeedback.GameFeedbackAssumeTheyLike();
 }
Beispiel #6
0
    public virtual void Show(bool isWon, float time, int points = 0, ChallengeManager.GameStates gameState = ChallengeManager.GameStates.Leaved, ChallengeManager.GameStateMessage message = null)
    {
        _multiplayer = GameSparksManager.Instance.GetGameMode() == GameMode.Multi;

        _buttonPurchaseObject = GameObject.Find("PurchaseButton");

        if (_buttonPurchaseObject != null && !_multiplayer)
        {
            _inviteOriginalParent   = _buttonPurchaseObject.transform.parent.gameObject;
            _inviteOriginalPosition = _buttonPurchaseObject.transform.position;

            _inviteButtonObject = gameObject;
            DialogInstance _inviteDialogInstance = gameObject.GetComponent <DialogInstance>();

            GameObjectUtils.MoveObjectToAtIndex(_buttonPurchaseObject, _inviteDialogInstance.Target, 1);
        }

        pointsView      = GameObjectHelper.GetChildNamedGameObject(DialogInstance.gameObject, "PointsView", true);
        shareView       = GameObjectHelper.GetChildNamedGameObject(DialogInstance.gameObject, "SharingView", true);
        multiplayerView = GameObjectHelper.GetChildNamedGameObject(DialogInstance.gameObject, "MultiplayerPointsView", true);

        if (_multiplayer)
        {
            pointsView.SetActive(false);
            multiplayerView.SetActive(true);

            if (gameState == ChallengeManager.GameStates.Won || gameState == ChallengeManager.GameStates.Draw)
            {
                ButtonUtils.PlayWinSound();
            }
            else
            {
                ButtonUtils.PlayLoseSound();
            }
        }
        else
        {
            pointsView.SetActive(true);
            multiplayerView.SetActive(false);

            ButtonUtils.PlayWinSound();
        }

        var currentLevel = GameManager.Instance.Levels.Selected;

        int  coins           = 0;
        bool firstTimePlayed = _multiplayer ? true : currentLevel.ProgressBest < 0.9f;

        LevelManager.Instance.EndLevel();

        this.Coins = coins;

        if (firstTimePlayed && !_multiplayer)
        {
            currentLevel.AddPoints(points);
            currentLevel.ProgressBest = 1.0f;
        }

        if (_multiplayer && gameState == ChallengeManager.GameStates.Lost)
        {
            points *= -1;
        }

        GameObjectHelper.SafeSetActive(GameObjectHelper.GetChildNamedGameObject(DialogInstance.gameObject, "Dialog", true), false);

        Assert.IsTrue(LevelManager.IsActive, "Ensure that you have a LevelManager component attached to your scene.");

        if (coins > 0 && !_multiplayer)
        { // add coins for this level
            currentLevel.AddCoins(coins);
            GameManager.Instance.Player.AddCoins(coins);
        }

        GameManager.Instance.Player.AddPoints(points);

        // update the player coins if necessary
        if (((UpdatePlayerCoins == CopyType.Always) || (UpdatePlayerCoins == CopyType.OnWin && isWon)) && !_multiplayer)
        {
            GameManager.Instance.Player.AddCoins(currentLevel.Coins);
        }

        // show won / lost game objects as appropriate
        GameObjectHelper.SafeSetActive(GameObjectHelper.GetChildNamedGameObject(DialogInstance.gameObject, "Lost", true), !isWon);

        // see if the world or game is won and also if we should unlock the next world / level
        GameObjectHelper.SafeSetActive(GameObjectHelper.GetChildNamedGameObject(DialogInstance.gameObject, "GameWon", true), false);
        GameObjectHelper.SafeSetActive(GameObjectHelper.GetChildNamedGameObject(DialogInstance.gameObject, "WorldWon", true), false);
        GameObjectHelper.SafeSetActive(GameObjectHelper.GetChildNamedGameObject(DialogInstance.gameObject, "LevelWon", true), false);
        GameObjectHelper.SafeSetActive(GameObjectHelper.GetChildNamedGameObject(DialogInstance.gameObject, "Won", true), false);

        GameObject levelName = GameObjectHelper.GetChildNamedGameObject(DialogInstance.gameObject, "LevelName", true);

        if (_multiplayer)
        {
            levelName.GetComponent <Text>().text = LocaliseText.Get("LevelCompleted.Match");
        }
        else
        {
            levelName.GetComponent <Text>().text = LocaliseText.Format("LevelCompleted.LevelName", currentLevel.Number);
        }

        GameObjectHelper.SafeSetActive(levelName, true);

        if (!_multiplayer && isWon)
        {
            GameObjectHelper.SafeSetActive(GameObjectHelper.GetChildNamedGameObject(DialogInstance.gameObject, "Won", true), true);

            // process and update game state - do this last so we can check some bits above.
            GameHelper.ProcessCurrentLevelComplete();
        }

        // set some text based upon the result
        UIHelper.SetTextOnChildGameObject(DialogInstance.gameObject, "AchievementText", LocaliseText.Format(LocalisationBase + ".Achievement", currentLevel.Score, currentLevel.Name));

        // setup stars
        var starsGameObject = GameObjectHelper.GetChildNamedGameObject(DialogInstance.gameObject, "Stars", true);

        GameObjectHelper.SafeSetActive(starsGameObject, ShowStars);
        if (ShowStars && !_multiplayer)
        {
            Assert.IsNotNull(starsGameObject, "GameOver->ShowStars is enabled, but could not find a 'Stars' gameobject. Disable the option or fix the structure.");
            starsGameObject.SetActive(ShowStars);
            var newStarsWon = GetNewStarsWon();
            currentLevel.StarsWon |= newStarsWon;
            var star1WonGameObject = GameObjectHelper.GetChildNamedGameObject(starsGameObject, "Star1", true);
            var star2WonGameObject = GameObjectHelper.GetChildNamedGameObject(starsGameObject, "Star2", true);
            var star3WonGameObject = GameObjectHelper.GetChildNamedGameObject(starsGameObject, "Star3", true);
            StarWon(currentLevel.StarsWon, newStarsWon, star1WonGameObject, 1, coins);
            StarWon(currentLevel.StarsWon, newStarsWon, star2WonGameObject, 2, coins);
            StarWon(currentLevel.StarsWon, newStarsWon, star3WonGameObject, 4, coins);
            GameObjectHelper.SafeSetActive(GameObjectHelper.GetChildNamedGameObject(starsGameObject, "StarWon", true), newStarsWon != 0);
        }

        // set time

        var timeGameObject = GameObjectHelper.GetChildNamedGameObject(DialogInstance.gameObject, "Time", true);

        GameObjectHelper.SafeSetActive(timeGameObject, ShowTime);
        if (!_multiplayer && ShowTime)
        {
            TimeSpan timeSpan = TimeSpan.FromSeconds(time);

            string timeText = LocaliseText.Format("LevelCompleted.Time", timeSpan.Minutes, timeSpan.Seconds);

            Assert.IsNotNull(timeGameObject, "GameOver->ShowTime is enabled, but could not find a 'Time' gameobject. Disable the option or fix the structure.");

            UIHelper.SetTextOnChildGameObject(timeGameObject, "TimeResult", timeText, true);
        }

        if (!_multiplayer && currentLevel.TimeBest < 0.05)
        { // save only first time played
            currentLevel.TimeBest = time;
        }

        // set coins
        if (ShowCoins && coins > 0)
        {
            var coinsGameObject = GameObjectHelper.GetChildNamedGameObject(DialogInstance.gameObject, "Coins", true);
            GameObjectHelper.SafeSetActive(coinsGameObject, ShowCoins);

            Assert.IsNotNull(coinsGameObject, "GameOver->ShowCoins is enabled, but could not find a 'Coins' gameobject. Disable the option or fix the structure.");
            UIHelper.SetTextOnChildGameObject(coinsGameObject, "CoinsResult", coins.ToString(), true);
        }

        if (!_multiplayer)
        {
            if (firstTimePlayed)
            {
                GameObject DoubleButton = GameObjectHelper.GetChildNamedGameObject(pointsView, "DoubleButton", true);
                DoubleButton.SetActive(Reachability.Instance.IsReachable());
            }
            else
            {
                GameObject ShareButton = GameObjectHelper.GetChildNamedGameObject(pointsView, "ShareButton", true);
                ShareButton.SetActive(true);
            }
        }

        // set score
        var scoreGameObject = GameObjectHelper.GetChildNamedGameObject(_multiplayer ? multiplayerView : pointsView, "Score", true);

        GameObjectHelper.SafeSetActive(scoreGameObject, ShowScore);

        if (!firstTimePlayed)
        {
            GameObjectHelper.SafeSetActive(scoreGameObject, false);
        }

        if (!_multiplayer && firstTimePlayed)
        {
            GameObject adsObject  = GameObjectHelper.GetChildNamedGameObject(pointsView, "Ads", true);
            Text       unlockText = GameObjectHelper.GetChildComponentOnNamedGameObject <Text>(pointsView, "UnlockText", true);

            if (LevelController.Instance.LastLevelInPack(currentLevel))
            {
                Pack pack     = LevelController.Instance.PackForLevel(currentLevel);
                Pack nextPack = LevelController.Packs().GetItem(pack.Number + 1);

                if (nextPack)
                {
                    nextPack.LoadData();

                    adsObject.SetActive(false);
                    unlockText.gameObject.SetActive(true);

                    unlockText.text = LocaliseText.Format("LevelCompleted.LastLevelInPack", LocaliseText.Get(nextPack.JsonData.GetString("name")));
                }
            }

            if (LevelController.Instance.LastLevelInRank(currentLevel))
            {
                Rank rank     = LevelController.Instance.RankForLevel(currentLevel);
                Rank nextRank = LevelController.Ranks().GetItem(rank.Number + 1);

                if (nextRank)
                {
                    nextRank.LoadData();

                    adsObject.SetActive(false);
                    unlockText.gameObject.SetActive(true);

                    unlockText.text = LocaliseText.Format("LevelCompleted.LastLevelInRank", LocaliseText.Get(nextRank.JsonData.GetString("name")));
                }
            }
        }

        if (ShowScore)
        {
            Assert.IsNotNull(scoreGameObject, "GameOver->ShowScore is enabled, but could not find a 'Score' gameobject. Disable the option or fix the structure.");

            UIHelper.SetTextOnChildGameObject(scoreGameObject, "ScoreResult", LocaliseText.Format("LevelCompleted.Score", "0"), true);

            AnimateScoreText(points);
        }

        if (_multiplayer)
        {
            var resultStateObject = GameObjectHelper.GetChildNamedGameObject(multiplayerView, "ResultState", true);
            GameObjectHelper.SafeSetActive(resultStateObject, true);

            string text = "";

            switch (gameState)
            {
            case ChallengeManager.GameStates.Won:
                text = LocaliseText.Get("Game.YouWon");
                break;

            case ChallengeManager.GameStates.Lost:
                text = LocaliseText.Get("Game.YouLost");
                break;

            case ChallengeManager.GameStates.Draw:
                text = LocaliseText.Get("Game.ItsDrawn");
                break;
            }

            resultStateObject.GetComponent <Text>().text = text;
        }

        if (!_multiplayer)
        {
            UpdateNeededCoins();

            LevelController.Instance.PackProgressCompleted(currentLevel);
            UnlockNextLevel();

            //

            int StartupLevels = ((CustomGameManager)CustomGameManager.Instance).StartupLevels;

            if (StartupLevels == currentLevel.Number)
            {
                GameObject adsObject = GameObjectHelper.GetChildNamedGameObject(pointsView, "Ads", true);

                Text adsText = adsObject.GetComponent <Text>();

                adsText.text                 = LocaliseText.Get("Text.PlayedAllLevels");
                adsText.fontSize             = 39;
                adsText.resizeTextForBestFit = false;

                if (!Debug.isDebugBuild)
                {
                    Flurry.Flurry.Instance.LogEvent("Game_LastLevel", new Dictionary <string, string>()
                    {
                        { "Level", currentLevel.Number.ToString() }
                    });
                    Fabric.Answers.Answers.LogCustom("Game_LastLevel", new Dictionary <string, object>()
                    {
                        { "Level", currentLevel.Number.ToString() }
                    });
                }
            }
        }

        if (!_multiplayer && firstTimePlayed)
        {
            JSONObject pointsData = new JSONObject();
            pointsData.Add("Level", currentLevel.Number.ToString());
            pointsData.Add("Language", LocaliseText.Language);
            pointsData.Add("RealLanguage", LanguageUtils.RealLanguage(LocaliseText.Language));
            pointsData.Add("Time", time.ToString());
            pointsData.Add("UsedHints", GameController.Instance.usedHintsCount);
            pointsData.Add("UserCoins", GameManager.Instance.Player.Coins);
            pointsData.Add("Words", JsonUtils.ListToArray(GameController.Instance.GetFoundWords()));
            pointsData.Add("Date", DateTimeUtils.DateTimeToISO8601(UnbiasedTime.Instance.UTCNow()));

            GameSparksManager.Instance.SendPoints(points, "LevelComplete", pointsData);
        }

        //

        GameObject completeTextGameObject = GameObjectHelper.GetChildNamedGameObject(_multiplayer ? multiplayerView : pointsView, "CompleteText", true);

        // save game state.
        GameManager.Instance.Player.UpdatePlayerPrefs();

        if (!_multiplayer)
        {
            currentLevel.UpdatePlayerPrefs();
        }

        PreferencesFactory.Save();

        GameObject NameContainer = GameObjectHelper.GetChildNamedGameObject(DialogInstance.Content, "NameContainer", true);
        GameObject LevelName     = GameObjectHelper.GetChildNamedGameObject(DialogInstance.Content, "LevelName", true);
        GameObject Results       = GameObjectHelper.GetChildNamedGameObject(DialogInstance.Content, "Results", true);
        GameObject Buttons       = GameObjectHelper.GetChildNamedGameObject(DialogInstance.Content, "Buttons", true);
        GameObject CloseButton   = GameObjectHelper.GetChildNamedGameObject(DialogInstance.Content, "Close", true);

        GameObject parent = DialogInstance.Content.transform.parent.gameObject;

        Vector3 currentScale = parent.transform.localScale;

        parent.transform.DOScale(new Vector3(0, 0, 0), 0.0f);
        NameContainer.transform.localScale          = new Vector3(0, 0, 0);
        LevelName.transform.localScale              = new Vector3(0, 0, 0);
        Results.transform.localScale                = new Vector3(0, 0, 0);
        Buttons.transform.localScale                = new Vector3(0, 0, 0);
        completeTextGameObject.transform.localScale = new Vector3(0, 0, 0);

        CloseButton.GetComponent <Image>().color = new Color(1, 1, 1, 0);

        //show dialog
        DialogInstance.Show();

        parent.transform.DOScale(currentScale, 1.0f).SetEase(Ease.OutElastic);
        NameContainer.transform.DOScale(new Vector3(1, 1, 1), 1.5f).SetDelay(0.1f).SetEase(Ease.OutElastic);
        LevelName.transform.DOScale(new Vector3(1, 1, 1), 0.8f).SetDelay(0.2f).SetEase(Ease.OutElastic);
        Results.transform.DOScale(new Vector3(1, 1, 1), 0.8f).SetDelay(0.2f).SetEase(Ease.OutElastic);
        Buttons.transform.DOScale(new Vector3(1, 1, 1), 0.8f).SetDelay(0.2f).SetEase(Ease.OutElastic);
        completeTextGameObject.transform.DOScale(new Vector3(1, 1, 1), 0.8f).SetDelay(0.35f).SetEase(Ease.OutElastic);

        CloseButton.GetComponent <Image>().DOFade(1, 0.5f).SetDelay(0.7f);

        GameObject Light = GameObjectHelper.GetChildNamedGameObject(completeTextGameObject, "Light", true);

        Light.transform.DOLocalRotate(new Vector3(0, 0, -360), 10, RotateMode.LocalAxisAdd).SetLoops(-1).SetEase(Ease.Linear);

        //TODO bug - as we increase TimesPlayedForRatingPrompt on both game start (GameManager) and level finish we can miss this comparison.
        if (GameManager.Instance.TimesPlayedForRatingPrompt == TimesPlayedBeforeRatingPrompt)
        {
            GameFeedback gameFeedback = new GameFeedback();
            gameFeedback.GameFeedbackAssumeTheyLikeOptional();
        }

#if UNITY_ANALYTICS
        // record some analytics on the level played
        if (!_multiplayer)
        {
            var values = new Dictionary <string, object>
            {
                { "score", currentLevel.Score },
                { "Coins", coins },
                { "time", time },
                { "level", currentLevel.Number }
            };
            Analytics.CustomEvent("LevelCompleted", values);
        }
#endif

#if UNITY_EDITOR
        if (!_multiplayer)
        {
            GameSparksManager.Instance.SyncProgressCoroutine();
        }
#endif

#if !UNITY_EDITOR
        AdColonyManager.Instance.RequestAd();
        AdColonyManager.Instance.RequestAd(Constants.AdColonyDoubleCoins);

        LoadInterstitialAd();
        LoadAdmobRewarderVideo();
#endif

        // co routine to periodic updates of display (don't need to do this every frame)
        if (!Mathf.Approximately(PeriodicUpdateDelay, 0))
        {
            StartCoroutine(PeriodicUpdate());
        }
    }