private void Init() { // TODO: Add your app after loading data bool FileSaved = File.Exists(Application.persistentDataPath + "/isogramwordlist.dat"); if (!FileSaved) { LoadWordsList.SavedToFile(JsonWordList); } }
void Update() { switch (CurrentState) { case GameState.INIT: // setting up all managers and game datas uiSetManager = SetManager.OpenSet <UISetManager>(); soundManager = ResourcesManager.Create("Prefab/SoundManager").GetComponent <SoundManager>(); uiSetManager.NextActiveSet("Intro"); bool FileExist = File.Exists(Application.persistentDataPath + "bcgame.dat"); if (FileExist) { NewData = new Data(); NewData = SaveData.LoadData <Data>("bcgame.dat"); HighestRoundCompleted = NewData.Round; IsTutorialComplete = NewData.IsTutorialComplete; } BCGame.IsogramWords = LoadWordsList.GetWordsFile(); GameIsWaiting = true; if (GameIsWaiting) { ChangeState(GameState.WAITING); } break; case GameState.WAITING: // waiting for input from player, reset gameplay LevelTime = 300; BCGame.CurrentRound = 1; bool UserInput = Input.anyKey; TimeToQuit -= Time.deltaTime; if (TimeToQuit <= 0) { App.Inst.Quit(); } else if (UserInput && TimeToQuit > 0) { TimeToQuit = 120f; } if (GameIsLoading) { ChangeState(GameState.LOADING); } break; case GameState.LOADING: // get neccessary datas for the game to start PlayGame(); uiSetManager.NextActiveSet("Game Set"); if (GameIsRunning) { ChangeState(GameState.RUNNING); } break; case GameState.RUNNING: // check if win or lose, save data if (IsRoundStarted) { LevelTime -= Time.deltaTime; bool bRoundIncomplete = BCGame.GetCurrentTry() > BCGame.GetMaxTry(); if (bRoundIncomplete || LevelTime < 0) { IsRoundStarted = false; uiSetManager.NextActiveSet("Summary"); soundManager.PlayWinLose(!bRoundIncomplete); ChangeState(GameState.WAITING); } } if (GameIsLoading) { ChangeState(GameState.LOADING); } else if (GameIsWaiting) { ChangeState(GameState.WAITING); } break; } if (Input.GetKeyDown(KeyCode.Space)) { print(BCGame.MyHiddenWord); } }