/** Functions that handle various events that are fired throughout the code. **/

        public void onGateOpened(string message)
        {
            SoomlaUtils.LogDebug(TAG, "SOOMLA/UNITY onGateOpened with message: " + message);

            Gate gate = SoomlaLevelUp.GetGate(message);

            LevelUpEvents.OnGateOpened(gate);
        }
        /** Unity-Editor Functions **/

        /// <summary>
        /// Sets the given <c>Gate</c> as open if <c>open</c> is <c>true.</c>
        /// Otherwise sets as closed.
        /// </summary>
        /// <param name="gate">The <c>Gate</c> to open/close.</param>
        /// <param name="open">If set to <c>true</c> set the <c>Gate</c> to open;
        /// <param name="notify">If set to <c>true</c> trigger event.</param>
        protected virtual void _setOpen(Gate gate, bool open, bool notify)
        {
            string key = keyGateOpen(gate.ID);

            if (open)
            {
                KeyValueStorage.SetValue(key, "yes");


                if (notify)
                {
                    LevelUpEvents.OnGateOpened(gate);
                }
            }
            else
            {
                KeyValueStorage.DeleteKeyValue(key);
            }
        }
Example #3
0
        /** Unity-Editor Functions **/

        /// <summary>
        /// Sets the given <c>Gate</c> as open if <c>open</c> is <c>true.</c>
        /// Otherwise sets as closed.
        /// </summary>
        /// <param name="gate">The <c>Gate</c> to open/close.</param>
        /// <param name="open">If set to <c>true</c> set the <c>Gate</c> to open;</param>
        /// <param name="notify">If set to <c>true</c> trigger event.</param>
        protected virtual void _setOpen(Gate gate, bool open, bool notify)
        {
#if UNITY_EDITOR
            string key = keyGateOpen(gate.ID);

            if (open)
            {
                PlayerPrefs.SetString(key, "yes");

                if (notify)
                {
                    LevelUpEvents.OnGateOpened(gate);
                }
            }
            else
            {
                PlayerPrefs.DeleteKey(key);
            }
#endif
        }