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); } }
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); } }
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); }
private void CheckGameStatus() { if (progressValue >= 100) { ProgressStatus = ProgressionStatus.Completed; } if (aPS.SliderValue >= 3) { ProgressStatus = ProgressionStatus.Failed; } }
public void MissedIngredient() { strikes++; MissedIngredientEvent(this, System.EventArgs.Empty); if (strikes >= maxStrikes) { aPS.StopAllThings(); ProgressStatus = ProgressionStatus.Failed; pMM.ShowProgressionMeter(); nPC_Detection.DetectPlayer(); } }
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); }
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; } }
/// <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);