Ejemplo n.º 1
0
        public void StartButtonPressed()
        {
            Debug.Log("pressed start button");
            m_questionManager = QuestionManager.GetQuestionManager();
            m_audioManager    = AudioManager.GetAudioManager();
            m_settingsManager = SettingsManager.GetSettingsManager();
            m_settingsManager.ResetSettings();

            PlayerProgress playerProgress = PlayerProgress.GetPlayerProgress();

            if (playerProgress.TotalPlayerScore() == 0)
            {
                // player is completely new. Go straight into the game with the first quiz.
                QuestionManager qm = QuestionManager.GetQuestionManager();
                qm.SetQuiz(0, 0);
                string sceneName = qm.GetQuizSceneNameForCurrentMode();
                Debug.Log("scene name : " + sceneName);

                SceneManager.LoadScene(sceneName);
            }
            else
            {
                // player has played the game before. Go into level select.
                SceneManager.LoadScene("jigsaw Level Select");
            }
        }
Ejemplo n.º 2
0
        public static PlayerProgress GetPlayerProgress()
        {
            // tries to find in the scene
            // if not, then create one and initialise it.
            GameObject playerProgressObject = GameObject.Find("PlayerProgressPrefab(Clone)");

            if (playerProgressObject)
            {
                // return the existing one
                return(playerProgressObject.GetComponent <PlayerProgress>());
            }
            else
            {
                // create a new one
                playerProgressObject = Instantiate(Resources.Load("PlayerProgressPrefab")) as GameObject;
                PlayerProgress playerProgress = playerProgressObject.GetComponent <PlayerProgress>();
                DontDestroyOnLoad(playerProgress.gameObject);                   // make it persist between scenes
                playerProgress.Init();
                return(playerProgress);
            }
        }