void DisplayPlayerStatistics()
    {
        GoedleAnalytics.track("show.statistics");

        underPowerUsageText.text   = "Under power :  " + underPowerMin.ToString() + " minutes and " + underPowerSec.ToString() + " seconds";
        correctPowerUsageText.text = "Correct power :  " + correctPowerMin.ToString() + " minutes and " + correctPowerSec.ToString() + " seconds";
        overPowerUsageText.text    = "Over power :  " + overPowerMin.ToString() + " minutes and " + overPowerSec.ToString() + " seconds";

        // set text msg based on power usage.
        if (underPowerMin > correctPowerMin && underPowerMin > overPowerMin)
        {
            usage.text = "The wind farm was mostly working in under Power, not very efficient.";
        }
        else if (overPowerMin > correctPowerMin && overPowerMin > underPowerMin)
        {
            usage.text = "The wind farm was mostly working in over Power, not very efficient.";
        }
        else if (correctPowerMin > underPowerMin && correctPowerMin > overPowerMin)
        {
            usage.text = "The wind farm was mostly working in correct Power, very efficient.";
        }
        else if (underPowerSec > correctPowerSec && underPowerSec > overPowerSec)
        {
            usage.text = "The wind farm was mostly working in under Power, not very efficient.";
        }
        else if (overPowerSec > correctPowerSec && overPowerSec > underPowerSec)
        {
            usage.text = "The wind farm was mostly working in over Power, not very efficient.";
        }
        else
        {
            usage.text = "The wind farm was mostly working in correct Power, very efficient.";
        }
    }
 public void SpawnTurbine()
 {
     // shows if the spawn button is pressed. Used only in the simulation script and for optimization purposes.
     if (numberOfTurbines < maxNumberOfTurbines)
     {
         GoedleAnalytics.track("add.turbine");
         buttonPressed = true;
     }
     //TODO: it is good to not have hard coded values in conditions and follow a more generic logic, but that must change when the all the levels finished.
     if (numberOfTurbines < 5)        // the first row of turbines.
     {
         spawnPointUp.position = new Vector3(spawnPointUp.position.x +
                                             40, spawnPointUp.position.y, spawnPointUp.position.z);
         Instantiate(turbinePrefab, spawnPointUp.position, spawnPointUp.rotation);           // adds turbines to the specified transform point (spawnPointUp).
         numberOfTurbines++;
         numberOfTurbinesOperating++;
     }
     else if (numberOfTurbines < maxNumberOfTurbines && numberOfTurbines >= 5)
     {
         spawnPointDown.position = new Vector3(spawnPointDown.position.x +
                                               39, spawnPointDown.position.y, spawnPointDown.position.z);
         Instantiate(turbinePrefab, spawnPointDown.position, spawnPointDown.rotation);           // adds turbines to the specified transform point(spawnPointDown).
         numberOfTurbines++;
         numberOfTurbinesOperating++;
     }
 }
Example #3
0
    public void DisableConfigMenu()
    {
        //menu.enabled = false;

        menu.GetComponent <CanvasGroup> ().alpha = 0f;

        GoedleAnalytics.track("configure.wind_speed", "max ", simulator.windMaxSpeed.ToString());
        GoedleAnalytics.track("configure.wind_speed", "min ", simulator.windMinSpeed.ToString());
        GoedleAnalytics.track("configure.power", "max ", simulator.powerRequirementsMax.ToString());
        GoedleAnalytics.track("configure.power", "min ", simulator.powerRequirementsMin.ToString());
        GoedleAnalytics.track("configure.simulation_speed", null, simulator.simulationSpeed.ToString());
        GoedleAnalytics.track("configure.close", "CloseConfigurationPanel");
    }
Example #4
0
 public void PauseButtonPressed()
 {
     if (gamePaused == false)
     {
         gamePaused                = true;
         prevSimulationSpeed       = simulator.simulationSpeed;
         simulator.simulationSpeed = 0;
         text.enabled              = true;
         GoedleAnalytics.track("pause.simulation");
     }
     else if (gamePaused == true)
     {
         gamePaused = false;
         simulator.simulationSpeed = prevSimulationSpeed;
         text.enabled = false;
         GoedleAnalytics.track("resume.simulation");
     }
 }
 public void InputFieldsFilled()
 {
     if (playerName != null && playerSurname != null && playerSchoolName != null)
     {
         string user_id = (playerName + playerSurname + playerSchoolName).ToLower().Trim();
         using (MD5 md5 = MD5.Create())
         {
             byte[] hash         = md5.ComputeHash(Encoding.Default.GetBytes(user_id));
             Guid   user_id_hash = new Guid(hash);
             GoedleAnalytics.setUserId(user_id_hash.ToString("D"));
             GoedleAnalytics.trackTraits("first_name", playerName);
             GoedleAnalytics.trackTraits("last_name", playerSurname);
             GoedleAnalytics.track("group", playerSchoolName);
         }
         levelMng.LoadNextLevel();
     }
     else
     {
         msgText.enabled = true;
     }
 }
 //when user clicks the turbine.
 void OnMouseDown()
 {
     //clicks while turbine is rotating.
     if (turbine.IsRotating() == true && turbine.IsDamaged() == false)
     {
         turbine.DisableTurbine();
         GoedleAnalytics.track("disable.turbine");
     }
     //clicks while is not rotating.
     else if (turbine.IsRotating() == false && turbine.IsDamaged() == false)
     {
         turbine.EnableTurbine();
         GoedleAnalytics.track("enable.turbine");
     }
     //clicks while turbine is damaged.
     else if (turbine.IsDamaged() == true)
     {
         turbine.repairTurbine();
         GoedleAnalytics.track("repair.turbine");
     }
 }
Example #7
0
 // Update is called once per frame
 void Update()
 {
     DisplayText("income");
     CalculateTime();
     // Sending game state every 15 seconds
     if (Time.time > nextActionTime)
     {
         nextActionTime += period;
         GoedleAnalytics.track("game.state", "currentWindSpeed", currentWindSpeed.ToString());
         GoedleAnalytics.track("game.state", "currentPowerReqs", currentPowerReqs.ToString());
         GoedleAnalytics.track("game.state", "powerUsage", powerUsage.ToString());
         GoedleAnalytics.track("game.state", "income", income.ToString());
         GoedleAnalytics.track("game.state", "numberOfTurbines", spawnManager.numberOfTurbines.ToString());
         GoedleAnalytics.track("game.state", "numberOfTurbinesOperating", spawnManager.numberOfTurbinesOperating.ToString());
     }
     // used for displaying the power added text when inserting a turbine.
     if (spawnManager.buttonPressed == true)
     {
         StartCoroutine(calculateAddedPower());
         spawnManager.buttonPressed = false;
     }
 }
Example #8
0
 public void EnableConfigMenu()
 {
     //menu.enabled = true;
     menu.GetComponent <CanvasGroup> ().alpha = 1f;
     GoedleAnalytics.track("configure.open", "OpenConfigurationPanel");
 }
 public void ExitButtonPressed()
 {
     GoedleAnalytics.track("end.simulation");
     endSimulation = true;
 }