public void LoadData(bool shouldSave)
    {
        foreach (LevelSelectButton levelSelect in allGrassyLevels)
        {
            LevelSelectInfo lSelect    = levelSelect.levelToTravelTo;
            string          loadString = "LevelData_" + lSelect.buildSceneNumber.ToString();
            if (ES3.KeyExists(loadString))
            {
                LevelSaveData loadedData = ES3.Load <LevelSaveData>(loadString);
                lSelect.levelCompletionData             = new LevelCompletionData();
                lSelect.levelCompletionData.completed   = loadedData.completed;
                lSelect.levelCompletionData.earnedStars = loadedData.stars;
                lSelect.levelCompletionData.cratesUsed  = loadedData.cratesDropped;
            }
            else
            {
                lSelect.levelCompletionData             = new LevelCompletionData();
                lSelect.levelCompletionData.completed   = false;
                lSelect.levelCompletionData.earnedStars = 0;
                lSelect.levelCompletionData.cratesUsed  = 0;
                if (shouldSave)
                {
                    SaveProgress(false, 0, 0, true, lSelect);
                }
            }

            levelSelect.UpdateStars(grassyPalette);
        }
        UpdateUnlocks();
    }
Beispiel #2
0
    void UpdateStarTargetCounts()
    {
        LevelSelectInfo lSelectInfo = CurrentLevelManager.main.thisLevel;

        starTargetTwo.text   = lSelectInfo.maxCratesFor2Stars.ToString();
        starTargetThree.text = lSelectInfo.maxCratesFor3Stars.ToString();
    }
Beispiel #3
0
    public int GetStarCount()
    {
        int             usedCrates  = CurrentLevelManager.main.totalCratesDropped;
        LevelSelectInfo lSelectInfo = CurrentLevelManager.main.thisLevel;


        int totalStars = 1;

        if (usedCrates <= lSelectInfo.maxCratesFor2Stars)
        {
            totalStars = 2;
        }
        if (usedCrates <= lSelectInfo.maxCratesFor3Stars)
        {
            totalStars = 3;
        }



        return(totalStars);
    }
    public void SaveProgress(bool completed, int droppedCrates, int stars, bool shouldLoad, LevelSelectInfo lSave)
    {
        LoadData(false);
        string        saveString = "LevelData_" + lSave.buildSceneNumber.ToString();
        LevelSaveData lSaveData  = new LevelSaveData();

        lSaveData.stars         = stars;
        lSaveData.cratesDropped = droppedCrates;
        lSaveData.completed     = completed;

        ES3.Save <LevelSaveData>(saveString, lSaveData);
    }