public void SetCompleted(bool val) { var levelNames = GetLevelNames(); for (int i = 0; i < levelNames.Count; ++i) { var levelName = levelNames[i]; MadLevelProfile.SetCompleted(levelName, val); } }
void SetLevelBoolean(bool val) { string levelName = icon.level.name; switch (specialType) { case SpecialType.Regular: MadLevelProfile.SetLevelBoolean(levelName, name, val); break; case SpecialType.LevelNumber: MadDebug.Assert(false, "Level numbers are not persistent!"); break; case SpecialType.Locked: MadLevelProfile.SetLocked(levelName, val); break; case SpecialType.Completed: MadLevelProfile.SetCompleted(levelName, val); break; default: MadDebug.Assert(false, "Unknown special type: " + specialType); break; } }
private void Execute() { // gain stars for (int i = 1; i <= starsCount; i++) // i = 1, 2, 3... { string starName = "star_" + i; // this is the star property name MadLevelProfile.SetLevelBoolean(MadLevel.currentLevelName, starName, true); } // gain Water for (int i = 1; i <= starsCount; i++) { // i = 1, 2, 3... string waterName = "Waterdrop_" + i; // this is the star property name MadLevelProfile.SetLevelBoolean(MadLevel.currentLevelName, waterName, true); } // complete level if (completeLevel) { MadLevelProfile.SetCompleted(MadLevel.currentLevelName, true); } // go back to level select screen MadLevel.LoadLevelByName("Select Level"); // name from level configuration }
void OnMouseDown() { Debug.Log("Level won", this); MadLevelProfile.SetCompleted(MadLevel.currentLevelName, true); MadLevelProfile.SetLevelInteger(MadLevel.currentLevelName, "score", points); MadLevel.LoadLevelByName("Level Select"); }
void CompleteAllLevels() { if (!CheckPlaying()) { return; } var levelNames = MadLevel.GetAllLevelNames(); foreach (var levelName in levelNames) { MadLevelProfile.SetCompleted(levelName, true); } MadLevel.ReloadCurrent(); }