public override void ReportProgressionEvent(
            ProgressionStatus status,
            string p01,
            string p02,
            string p03,
            int score)
        {
            if (string.IsNullOrEmpty(p01))
            {
                return;
            }

            var progressionStatus = (GAProgressionStatus)status;

            if (!string.IsNullOrEmpty(p02))
            {
                if (!string.IsNullOrEmpty(p03))
                {
                    GameAnalytics.NewProgressionEvent(progressionStatus, p01, p02, p03, score);
                }
                else
                {
                    GameAnalytics.NewProgressionEvent(progressionStatus, p01, p02, score);
                }
            }
            else
            {
                GameAnalytics.NewProgressionEvent(progressionStatus, p01, score);
            }
        }
Example #2
0
 public void ReportProgressionEvent(ProgressionStatus status, string p01, string p02, string p03, int score)
 {
     foreach (AnalyticsAdapter analyticsAdapter in m_AnalyticsAdapters)
     {
         analyticsAdapter.ReportProgressionEvent(status, p01, p02, p03, score);
     }
 }
Example #3
0
    IEnumerator StartDelay()
    {
        if (PauseData.ShowTutorials)
        {
            OnTutorialStart.Invoke();

            player.GetComponent <PlayerMovement>().CanMove = false;

            yield return(new WaitForSeconds(TutorialLength));
        }

        yield return(null);


        player.GetComponent <PlayerMovement>().CanMove = true;

        GameInProgress = true;
        ProgressStatus = ProgressionStatus.Progressing;

        int StartPositionNum;

        StartPositionNum = Random.Range(0, 3);

        OnGameStart.Invoke();
        pMM.ResetProgress();
        aPS.spawningStatus = ArchingProjectileSpawner.SpawningStatus.Spawnning;
    }
        public override void ReportProgressionEvent(
            ProgressionStatus status,
            string p01,
            string p02,
            string p03,
            int score)
        {
            string eventName = "progression." + status;

            var dictionary = new Dictionary <string, object>
            {
                {
                    "progression01", p01
                },
                {
                    "score", score
                }
            };

            if (!string.IsNullOrEmpty(p02))
            {
                dictionary.Add("progression02", p02);
                if (!string.IsNullOrEmpty(p03))
                {
                    dictionary.Add("progression03", p03);
                }
            }

            UnityAnalytics.CustomEvent(eventName, dictionary);
        }
Example #5
0
    private void CheckGameStatus()
    {
        if (progressValue >= 100)
        {
            ProgressStatus = ProgressionStatus.Completed;
        }

        if (aPS.SliderValue >= 3)
        {
            ProgressStatus = ProgressionStatus.Failed;
        }
    }
Example #6
0
    public void MissedIngredient()
    {
        strikes++;

        MissedIngredientEvent(this, System.EventArgs.Empty);

        if (strikes >= maxStrikes)
        {
            aPS.StopAllThings();
            ProgressStatus = ProgressionStatus.Failed;
            pMM.ShowProgressionMeter();
            nPC_Detection.DetectPlayer();
        }
    }
Example #7
0
 public override void ReportProgressionEvent(
     ProgressionStatus status,
     string p01,
     string p02,
     string p03,
     int score)
 {
     Log(
         "DebugAnalyticsAdapter.ReportProgressionEvent(status:{0}, p01:{1}, p02:{2}, p03:{3}, score:{4})",
         status,
         p01,
         p02,
         p03,
         score);
 }
        protected override void HandleOnSignalFired(params object[] args)
        {
            ProgressionStatus progressionStatus = m_ProgressionStatus.GetValue(args);
            string            progression01     = m_Progression01.GetValue(args);
            string            progression02     = m_Progression02.GetValue(args);
            string            progression03     = m_Progression03.GetValue(args);
            int value = m_Value.GetValue(args);

            AnalyticsManager.ReportProgressionEvent(
                progressionStatus,
                progression01,
                progression02,
                progression03,
                value);
        }
Example #9
0
    private void RespawnBigFoot()
    {
        if (ProgressStatus == ProgressionStatus.Failed && GameInProgress == true)
        {
            StopAllCoroutines();
            aPS.StopAllThings();
            nPC_Detection.DetectPlayer();
            ProgressStatus = ProgressionStatus.Idle;
            GameInProgress = false;
        }

        else if (ProgressStatus == ProgressionStatus.Completed && GameInProgress == false)
        {
            ProgressStatus = ProgressionStatus.Idle;
        }
    }
Example #10
0
 /// <summary>
 ///     Progression events are used to measure player progression in the game. They follow a 3 tier hierarchy structure
 ///     (world, level and phase) to indicate a player's path or place.
 /// </summary>
 /// <param name="status">Status of added progression (start, complete, fail).</param>
 /// <param name="p01">1st progression (e.g. world01).</param>
 /// <param name="p02">2nd progression (e.g. level01).</param>
 /// <param name="p03">3rd progression (e.g. phase01).</param>
 /// <param name="score">The player's score.</param>
 public abstract void ReportProgressionEvent(
     ProgressionStatus status,
     string p01,
     string p02,
     string p03,
     int score);