public void NewGame(int saveIndex) { GlobalPlayerVariables.New(saveIndex); UpdateLoadButtons(); UpdateNewSaveButtons(); StartGame(); }
void Start() { #if UNITY_EDITOR if (GlobalPlayerVariables.save == null) { print("Loading fake debug save.."); GlobalPlayerVariables.LoadFakeDebugSave(); } #endif Cursor.lockState = CursorLockMode.Locked; cameraController = transform.GetComponent <CameraController>(); healthController = transform.GetComponent <HealthController>(); movementController = transform.GetComponent <MovementController>(); // not a direct component of player due to it needing to be attached to MainCamera, but managed as though it were. inventoryController = transform.GetComponentInChildren <PlayerInventoryController>(); // ui components minus anything relating directly to the inventory (ammo, guns) uiController = transform.GetComponentInChildren <GameUIController>(); colorOverlay = transform.GetComponentInChildren <UIColorOverlayController>(); infoSection = transform.GetComponentInChildren <UIInfoSectionController>(); LoadPlayerState(); uiController.SetValue("UI_HealthPos", (int)Mathf.Clamp(healthController.health, 0f, 999f) + "%"); uiController.SetValue("UI_ArmorPos", (int)Mathf.Clamp(healthController.armor, 0f, 999f) + "%"); inventoryController.UpdateGUI(); //Application.targetFrameRate = 15; }
public void EndLevel() { MenuNavigation(true); GlobalPlayerVariables.Save(); menuBG.SetActive(true); if (GlobalLevelVariables.instanceOf == null) { EnableMenu(menuMain); } else { EnableMenu(endMenu.gameObject, true); StartCoroutine(endMenu.BeginAnimations()); } }
void Start() { float volumeValue = PlayerPrefs.GetFloat("Volume"); if (volumeSlider != null) { volumeSlider.value = volumeValue; } if (volumeDisplay != null) { volumeDisplay.SetValue(volumeValue + ""); } GlobalPlayerVariables.LoadAll(); UpdateLoadButtons(); UpdateNewSaveButtons(); isEnabled = true; EnableMenu(menuMain); pauseMenuBack.gameObject.SetActive(false); }
public void LoadGame(int saveIndex) { GlobalPlayerVariables.Load(saveIndex); StartGame(); }