public void BackClick() { force f = new force(); f.saveData(); SceneManager.LoadScene(sceneName: "StartScene"); }
public void EasyBackClick() { force f = new force(); f.saveData(); SceneManager.LoadScene(sceneName: "LevelScene"); }
/* Constructor */ public PlayerData(force forceObject) { level = force.level; health = force.health; best = force.previousBestLevel; easybest = force.previousEasyBestLevel; mediumbest = force.previousMediumBestLevel; hardbest = force.previousHardBestLevel; }
public void ClosePanel() { if (Panel != null) { f = GameObject.FindGameObjectWithTag("Letter1").GetComponent <force>(); f.setPaused(false); Panel.SetActive(false); } }
public static void SaveForce(force forceObject) { BinaryFormatter formatter = new BinaryFormatter(); string path = Application.persistentDataPath + "/player1.data"; FileStream stream = new FileStream(path, FileMode.Create); PlayerData data = new PlayerData(forceObject); formatter.Serialize(stream, data); stream.Close(); }
public void EasyClick() { force f = new force(); f.loadData(); // if (force.previousEasyBestLevel>=1 && force.previousEasyBestLevel <= 5) //{ temp_level = force.previousEasyBestLevel; //} //else { // temp_level = 1; //1 indicates easy //} SceneManager.LoadScene(sceneName: "BubbleScene"); }
// Use this for initialization public void Start() { Debug.Log("Start!"); FirebaseAnalytics.SetAnalyticsCollectionEnabled(true); Firebase.Analytics.FirebaseAnalytics.LogEvent( Firebase.Analytics.FirebaseAnalytics.EventLogin, new Firebase.Analytics.Parameter[] { new Firebase.Analytics.Parameter( Firebase.Analytics.FirebaseAnalytics.ParameterMethod, SystemInfo.deviceUniqueIdentifier), } ); hp = GameObject.FindGameObjectWithTag("hint_button").GetComponent <hints_panel>(); /* for button */ //Button btn = yourButton.GetComponent<Button>(); //Button btn = Instantiate(UnityEngine.Object)yourButton).GetComponent<Button>(); //btn.onClick.AddListener(TaskOnClick); //set to false on start, may not be necessary, I just can't remember if C# will return 1 or 0 for undefined booleans buttonisclicked = false; forceFile = new force(); dots = new List <Vector2> (); dotsPool = new List <GameObject> (); var i = 0; var alpha = 1.0f / maxDots; var startAlpha = 1.0f; while (i < maxDots) { var dot = Instantiate(dotPrefab) as GameObject; var sp = dot.GetComponent <SpriteRenderer> (); var c = sp.color; c.a = startAlpha - alpha; startAlpha -= alpha; sp.color = c; dot.SetActive(false); dotsPool.Add(dot); i++; } //select initial type SetNextType(); //wordCreated = GameObject.FindGameObjectWithTag("wordCreated").GetComponent<Text>(); }
public void OpenPanelInit(String hint1) { if (Panel != null) { f = GameObject.FindGameObjectWithTag("Letter1").GetComponent <force>(); f.setPaused(true); Panel.SetActive(true); txt = GameObject.FindWithTag("Hint_Text").GetComponent <Text>() as Text; //txt1 = GameObject.FindWithTag("Category_Text").GetComponent<Text>() as Text; //txt = gameObject.GetComponent<Text>(); if (f != null && txt != null) { // Debug.Log(f.getHint()); txt.text = hint1; //txt1.text = f.getCat().ToUpper(); } } }
void Update() { if (Input.GetKeyDown(KeyCode.Escape)) /* checks if back button is pressed */ { sceneName = SceneManager.GetActiveScene().name; Debug.Log("scene name = " + sceneName); if (sceneName == "BubbleScene") { force f = new force(); Debug.Log("Should enter StartScene"); f.saveData(); SceneManager.LoadScene(sceneName: "StartScene"); } else if (sceneName == "StartScene") { force f = new force(); f.saveData(); Debug.Log("Should kill the app"); Application.Quit(); } } }
public void HardClick() { force f = new force(); f.loadData(); if (force.previousBestLevel > 12) { // if (force.previousBestLevel >= 13 && force.previousBestLevel <= 21) //{ temp_level = force.previousHardBestLevel; //} //else //{ // temp_level = 13; //13 onwards indicates Hard //} SceneManager.LoadScene(sceneName: "BubbleScene"); } else { SceneManager.LoadScene(sceneName: "LockedLevelScene"); //Display canvas saying complete Easy and Medium Levels first } }
public void MediumClick() { force f = new force(); f.loadData(); if (force.previousBestLevel > 5) { // if (force.previousBestLevel >= 6 && force.previousBestLevel <= 12) // { temp_level = force.previousMediumBestLevel; // } // else // { // temp_level = 6; //6 onwards indicates medium // } SceneManager.LoadScene(sceneName: "BubbleScene"); } else { SceneManager.LoadScene(sceneName: "LockedLevelScene"); //Display canvas saying complete Easy Level First } }
protected override DHJassValue Run() { force f = new force(); return new DHJassHandle(null, f.handle); }