public void GotoChooseClassMenuAfterLoad(GameObject nameText) { playerName = nameText.GetComponent <LoadCurrentName>().text.text; Debug.Log("playerName = " + playerName); if (playerName.Equals("")) //cannot load blank name { AudioManager.Play("Wait"); Debug.Log("Cannot load Blank Name!!!"); } /*else if (selectNameMenu.transform.parent.parent.GetComponent<CSSTopMenuScript>().NameIsTaken(playerName,playerNum)) * { * AudioManager.Play("Wait"); * Debug.Log("Name is already taken!"); * }*/ else if (MenuInputSelector.NameIsTaken(playerName, playerNum - 1)) { AudioManager.Play("Wait"); Debug.Log("Name is already taken!"); } else { MenuInputSelector.PlayerNames[playerNum - 1] = playerName; //set name chosen to global PlayerName variable MenuInputSelector.PlayerAssaultLevels[playerNum - 1] = LoadProfileList.GetAssaultLevel(playerName); MenuInputSelector.PlayerHeavyLevels[playerNum - 1] = LoadProfileList.GetHeavyLevel(playerName); MenuInputSelector.PlayerShotgunLevels[playerNum - 1] = LoadProfileList.GetShotgunLevel(playerName); MenuInputSelector.PlayerSniperLevels[playerNum - 1] = LoadProfileList.GetSniperLevel(playerName); previousMenu = selectNameMenu; GotoMenuHelper(chooseClassMenu); loadedName = true; } }
public bool checkNameIsValid() { if (sampleText.text == "") { Debug.Log("Name cannot be blank"); AudioManager.Play("Wait"); return(false); } Debug.Log("sampleText.text = " + sampleText.text); if (LoadProfileList.checkForName(sampleText.text) == true) { Debug.Log("Name is not Valid"); AudioManager.Play("Wait"); return(false); } else { //file with this name doesnt exist yet, so create new file SaveProfile.saveProfile(sampleText.text); Debug.Log("Name is Good, created new profile!"); return(true); } }
// Start is called before the first frame update void Start() { //PlayerPrefs.DeleteAll(); player = parentPlayer.GetComponent <PlayerMenuScript>().playerNum; LoadProfileList.totalNames = LoadProfileList.LoadData(); //loads data and set totalNames to the total amount of names LoadProfileList.MakePages(); LoadProfileList.printNamePages(); Debug.Log("LoadProfileList.totalNames = " + LoadProfileList.totalNames); }
private void setPlayerInfo(int playerIndex) { if (MenuInputSelector.PlayerClasses[playerIndex] == 0) //if player1 is Assault class { gameObject.AddComponent <PlayerFast>(); gameObject.GetComponent <Player>().shootPosition = transform.GetChild(1).transform; //may have to change this per class playerLevel = LoadProfileList.GetAssaultLevel(MenuInputSelector.PlayerNames[playerIndex]); } else if (MenuInputSelector.PlayerClasses[playerIndex] == 1) //if player1 is Heavy class { gameObject.AddComponent <PlayerHeavy>(); gameObject.GetComponent <Player>().shootPosition = transform.GetChild(1).transform; //may have to change this per class playerLevel = LoadProfileList.GetHeavyLevel(MenuInputSelector.PlayerNames[playerIndex]); } else if (MenuInputSelector.PlayerClasses[playerIndex] == 2) //if player1 is Shotgun class { gameObject.AddComponent <PlayerShotgun>(); gameObject.GetComponent <Player>().shootPosition = transform.GetChild(1).transform; //may have to change this per class playerLevel = LoadProfileList.GetShotgunLevel(MenuInputSelector.PlayerNames[playerIndex]); } else if (MenuInputSelector.PlayerClasses[playerIndex] == 3) //if player1 is Sniper class { gameObject.AddComponent <PlayerSniper>(); gameObject.GetComponent <Player>().shootPosition = transform.GetChild(1).transform; //may have to change this per class playerLevel = LoadProfileList.GetSniperLevel(MenuInputSelector.PlayerNames[playerIndex]); } //then gameObject.GetComponent <Player>().playerNumber = playerIndex + 1; //set player number //gameObject.GetComponentInChildren<TextMesh>().text = "P" + (1) + " (Keyboard input)"; gameObject.GetComponentInChildren <TextMesh>().text = MenuInputSelector.PlayerNames[playerIndex]; //get player1 name gameObject.GetComponent <Player>().myControllerInput = MenuInputSelector.menuControl[playerIndex]; // set player input if (playerIndex == 0) { gameObject.GetComponent <Player>().myCamera = GameObject.FindWithTag("Camera1").GetComponent <Camera>(); //set player camera } else if (playerIndex == 1) { gameObject.GetComponent <Player>().myCamera = GameObject.FindWithTag("Camera2").GetComponent <Camera>(); //set player camera } else if (playerIndex == 2) { gameObject.GetComponent <Player>().myCamera = GameObject.FindWithTag("Camera3").GetComponent <Camera>(); //set player camera } else if (playerIndex == 3) { gameObject.GetComponent <Player>().myCamera = GameObject.FindWithTag("Camera4").GetComponent <Camera>(); //set player camera } SetCameraDistance(playerIndex); SetCrossHair(); Debug.Log("Should have initialized Player" + (playerIndex + 1)); }
/* * // Start is called before the first frame update * void Start() * { * buttonID = GetComponent<MenuPlayerButtonScript>().buttonID; * } * private void OnEnable() * { * Start(); * } */ /* * // Update is called once per frame * void Update() * { * if (playerMenu.GetComponent<PlayerMenuScript>().currentButton == buttonID) * { * if (Input.GetKeyDown(KeyCode.D)) * { * AudioManager.Play("Joined"); * LoadProfileList.RemoveName(text.text); * Debug.Log("Should have removed" + text.text); * playerMenu.GetComponent<PlayerMenuScript>().GotoPreviousMenu(); * } * } * } */ public void RemoveName() { if (LoadProfileList.checkForName(text.text) == true) { LoadProfileList.RemoveName(text.text); playerMenu.GetComponent <PlayerMenuScript>().GotoPreviousMenu(); AudioManager.Play("Back"); } else { AudioManager.Play("Wait"); } }
//public PlayerProfile profile; static public void saveProfile(string s) { int totalNames = LoadProfileList.LoadData(); //.getTotalNames(); PlayerPrefs.SetString("name" + totalNames, s); PlayerPrefs.SetInt("AssaultLv" + totalNames, 1); //set to level 1 for now PlayerPrefs.SetInt("HeavyLv" + totalNames, 1); //set to level 1 for now PlayerPrefs.SetInt("ShotgunLv" + totalNames, 1); //set to level 1 for now PlayerPrefs.SetInt("SniperLv" + totalNames, 1); //set to level 1 for now PlayerPrefs.Save(); //Debug.Log("created: name"+totalNames); Debug.Log("Created: name" + totalNames + "\nName" + totalNames + " = " + s + "\nAssault" + totalNames + "Lv = " + 1 + "\nHeavy" + totalNames + "Lv = " + 1 + "\nShotgun" + totalNames + "Lv = " + 1 + "\nSniper" + totalNames + "Lv = " + 1); //PlayerPrefs.SetInt("TotalProfiles", totalNames + 1); //PlayerPrefs.DeleteAll(); }
private void LoadNextScene() { LoadProfileList.SavePlayerProgress(); StartCoroutine(LoadNextSceneAsync()); }