Beispiel #1
0
 public void LoadPreviousLevelData()
 {
     if (File.Exists(levelEndFileName))
     {
         string                  jsonSave           = File.ReadAllText(levelEndFileName);
         LevelEndData            loadedLevelEndData = JsonUtility.FromJson <LevelEndData>(jsonSave);
         PlayerProgramController playerCont         = player.GetComponent <PlayerProgramController>();
         playerCont.maxActionPoints      = loadedLevelEndData.playerAP;
         playerCont.maxHealth            = loadedLevelEndData.playerMaxHealth;
         playerCont.visibilityMultiplier = loadedLevelEndData.playerVisibility;
         playerCont.damage             = loadedLevelEndData.playerDamage;
         playerCont.isRepelAvailable   = loadedLevelEndData.isRepelAvailable;
         playerCont.isRevealAvailable  = loadedLevelEndData.isRevealAvailable;
         playerCont.isConvertAvailable = loadedLevelEndData.isConvertAvailable;
     }
 }
    private void OnLevelEnd(bool obj)
    {
        var playerChoiceData = new PlayerChoiceData();

        playerChoiceData.enduranceUpgradeCount  = enduranceUpgradeCount;
        playerChoiceData.productionUpgradeCount = productionUpgradeCount;
        playerChoiceData.unitPercentChanged     = unitPercentChangeCount;
        playerChoiceData.timeFor25Unit          = unitPercentTimes[0];
        playerChoiceData.timeFor50Unit          = unitPercentTimes[1];
        playerChoiceData.timeFor75Unit          = unitPercentTimes[2];
        playerChoiceData.timeFor100Unit         = unitPercentTimes[3];

        Analytics.SendPlayerChoiceData(playerChoiceData);

        var lvlEndData = new LevelEndData();

        lvlEndData.playTime = LevelController.PlayTime;

        int totalUnitProduced = 0;
        var towers            = TowerController.GetAllTowers();

        foreach (var t in towers)
        {
            if (t.Faction == FactionController.PlayerFaction)
            {
                lvlEndData.playerControlledPlanets++;
            }
            else if (t.Faction == FactionController.NeutralFaction)
            {
                lvlEndData.neutralPlanets++;
            }
            else if (t.Faction == FactionController.OtherFaction1)
            {
                lvlEndData.opponentControlledPlanets++;
            }

            totalUnitProduced += t.Generator.TotalProduced;
        }

        if (obj)
        {
            lvlEndData.statusCode = LevelStatusCode.Victory;
        }
        else
        {
            lvlEndData.statusCode = LevelStatusCode.Defeat;
        }

        if (convergenceDefeat)
        {
            lvlEndData.statusCode = LevelStatusCode.Tie;
        }

        if (levelQuit)
        {
            lvlEndData.statusCode = LevelStatusCode.Surrender;
        }

        lvlEndData.unitsCreated   = totalUnitProduced;
        lvlEndData.unitsDestroyed = unitsDestroyed;

        Analytics.SendLevelEnd(lvlEndData);
    }
Beispiel #3
0
    public void SaveEndOfLevelData()
    {
        //level is done so delete any data that was kept in case of losing and having to revert upgrades
        string upgradeCostRevertFileName  = Path.Combine(Application.persistentDataPath, "UpgradeCostRevertData.json");
        string totalUpgradeRevertFileName = Path.Combine(Application.persistentDataPath, "TotalUpgradeRevertData.json");

        if (File.Exists(upgradeCostRevertFileName))
        {
            File.Delete(upgradeCostRevertFileName);
        }

        if (File.Exists(totalUpgradeRevertFileName))
        {
            File.Delete(totalUpgradeRevertFileName);
        }

        LevelEndData            LevelEndData = new LevelEndData();
        PlayerProgramController playerCont   = player.GetComponent <PlayerProgramController>();

        LevelEndData.playerMaxHealth    = playerCont.maxHealth;
        LevelEndData.playerAP           = playerCont.maxActionPoints;
        LevelEndData.playerDamage       = playerCont.damage;
        LevelEndData.playerVisibility   = playerCont.visibilityMultiplier;
        LevelEndData.isRepelAvailable   = playerCont.isRepelAvailable;
        LevelEndData.isRevealAvailable  = playerCont.isRevealAvailable;
        LevelEndData.isConvertAvailable = playerCont.isConvertAvailable;

        //save if key has been collected in level
        if (key == null)
        {
            if (SceneManager.GetActiveScene().buildIndex == 2)
            {
                if (!key1Collected)
                {
                    key1Collected = true;
                    numKeys++;
                }
            }

            if (SceneManager.GetActiveScene().buildIndex == 3)
            {
                if (!key2Collected)
                {
                    key2Collected = true;
                    numKeys++;
                }
            }

            if (SceneManager.GetActiveScene().buildIndex == 4)
            {
                if (!key3Collected)
                {
                    key3Collected = true;
                    numKeys++;
                }
            }

            if (SceneManager.GetActiveScene().buildIndex == 5)
            {
                if (!key4Collected)
                {
                    key4Collected = true;
                    numKeys++;
                }
            }
        }

        string json = JsonUtility.ToJson(LevelEndData);

        if (File.Exists(levelEndFileName))
        {
            File.Delete(levelEndFileName);
        }

        File.WriteAllText(levelEndFileName, json);
    }
Beispiel #4
0
 public static void SendLevelEnd(LevelEndData data)
 {
     CheckResult(UnityEngine.Analytics.Analytics.CustomEvent("Level End", data.ToDictionary()));
 }