// 0 = "Do you want to log in" // 1 = "Do you want to log out" // 2 = login successful // 3 = Login unsuccessful, retry? // 4 = Signout successful // 5 = working... // Use this for initialization void Start() { //first check to see if google play is even an option and the handler exist GameObject gpgObject = GameObject.FindGameObjectWithTag("Google Play"); if (gpgObject == null) { Destroy(gameObject); return; } rectTransform = GetComponent <RectTransform> (); inactivePos = rectTransform.position; gpgh = gpgObject.GetComponent <GPG_Handler> (); gpgh.notification = this; isActive = false; isBusy = false; distance = Vector3.Distance(inactivePos, activePos); loadingIcon.color = new Color(1, 1, 1, 0); speed = Mathf.Abs(distance / transitionLength); }
// Use this for initialization void Start() { currScope = 0; prevScope = -1; currMode = 0; prevMode = 0; GameObject temp = GameObject.FindGameObjectWithTag("Google Play"); if (temp != null) { gpgh = temp.GetComponent <GPG_Handler>(); } }
// Use this for initialization void Start() { GameObject GPGHObject = GameObject.FindGameObjectWithTag("Google Play"); if (GPGHObject == null) { Destroy(gameObject); return; } else { gpgh = GPGHObject.GetComponent <GPG_Handler>(); } bts = GetComponent <Button_Image_Swapper> (); if (gpgh.isLoggedIn) { GPActive = true; bts.Change_Image(0); } else { GPActive = false; bts.Change_Image(1); } // make sure the button has the correct functions loaded Button button = GetComponent <Button> (); switch (type) { case "Games": button.onClick.AddListener(() => gpgh.Show_Notification()); break; case "Leaderboards": button.onClick.AddListener(() => gpgh.Show_Leaderboards()); break; case "Achievements": achievementHandler = GameObject.FindGameObjectWithTag("Achievement Handler").GetComponent <Achievement_Script>(); button.onClick.AddListener(() => gpgh.Show_Achievements()); button.onClick.AddListener(() => achievementHandler.Sync_With_Google_Play()); break; default: button.onClick.AddListener(() => gpgh.Show_Notification()); break; } }
//use this to add new high scores public void Add_Score(string gameMode, int score) { //you need to actually score to save a high score if (score == 0) { return; } int tempScore = score; GameObject temp = GameObject.FindGameObjectWithTag("Google Play"); if (temp != null) { gpgh = temp.GetComponent <GPG_Handler>(); if (gpgh.isSignedIn()) { gpgh.Post_Score(gameMode, score); } } for (int i = 0; i < 15; i++) { int currScore = PlayerPrefs.GetInt(gameMode + " score " + i, 0); if (currScore == 0) { //We've hit the end of the list. Place the score here and exit PlayerPrefs.SetInt(gameMode + " score " + i, tempScore); break; } else if (currScore <= tempScore) { //continue looking through the list PlayerPrefs.SetInt(gameMode + " score " + i, tempScore); tempScore = currScore; } } }
// Use this for initialization void Awake() { //there should only ever be 1 of these DontDestroyOnLoad(transform.gameObject); //get rid of redundant Achievement Handlers GameObject[] mcs = GameObject.FindGameObjectsWithTag("Achievement Handler"); if (mcs.Length > 1) { Destroy(gameObject); return; } GameObject temp = GameObject.FindGameObjectWithTag("Google Play"); if (temp != null) { gpgh = temp.GetComponent <GPG_Handler>(); } //make sure default sets are always unlocked at start of game to prevent crashes PlayerPrefs.SetInt("Wiz unlocked", 1); PlayerPrefs.SetInt("Default Splitter unlocked", 1); PlayerPrefs.SetInt("Default Pieceset unlocked", 1); PlayerPrefs.SetInt("Symbol Pieceset unlocked", 1); splittersUnlocked = new bool[Splitters.Length]; piecesetsUnlocked = new bool[Piecesets.Length]; //load the arrays for unlocks with the proper values already saved in prefs. This prevents longer lookups later for (int i = 0; i < splittersUnlocked.Length; i++) { if (PlayerPrefs.GetInt(Splitter_Lookup_Name_by_Index(i) + " Splitter unlocked", 0) == 0) { splittersUnlocked[i] = false; } else { splittersUnlocked[i] = true; } } for (int i = 0; i < piecesetsUnlocked.Length; i++) { if (PlayerPrefs.GetInt(Pieceset_Lookup_Name_by_Index(i) + " Pieceset unlocked", 0) == 0) { piecesetsUnlocked[i] = false; } else { piecesetsUnlocked[i] = true; } } //the programmer unlocks require all other things to be unlocked, so do that check now if (PlayerPrefs.GetInt("Programmer Splitter unlocked", 0) == 0) { bool check = true; for (int i = 0; i < splittersUnlocked.Length; i++) { if (splittersUnlocked[i] == false && Splitter_Lookup_Name_by_Index(i) != "Programmer") { check = false; break; } } if (check) { Unlock_Splitter("Programmer"); } } if (PlayerPrefs.GetInt("Programmer Pieceset unlocked", 0) == 0) { bool check = true; for (int i = 0; i < piecesetsUnlocked.Length; i++) { if (piecesetsUnlocked[i] == false && Pieceset_Lookup_Name_by_Index(i) != "Programmer") { check = false; break; } } if (check) { Unlock_Pieceset("Programmer"); } } }