Exemple #1
0
 // Update is called once per frame
 void Update()
 {
     // Listen to any input pressed, if yes calls FadeToLevel() and deletes player preferences
     if (Input.anyKey)
     {
         del.DeleteAll();
         FadeToLevel(0);
     }
 }
    public override void OnInspectorGUI()
    {
        DeletePlayerPrefs dpp = (DeletePlayerPrefs)target;

        if (GUILayout.Button("Delete PlayerPrefs"))
        {
            dpp.DeleteAll();
        }
    }
Exemple #3
0
    // Update is called once per frame
    void Update()
    {
        // Check for any input key pressed
        if (Input.anyKey)
        {
            // Delete the current progression and fade to MainMenu
            del.DeleteAll();

            FadeToLevel(1);
        }
    }
Exemple #4
0
    // Delete the data stored in PlayerPrefs and start the routine to load the level selection scene
    public void DestroySaves()
    {
        del.DeleteAll();

        FadeToLevel(SceneManager.GetActiveScene().buildIndex + 1);
    }
Exemple #5
0
 // Used when the player is suppposed to die, return to MainMenu scene and deletes player preferences about his progression
 public void Die()
 {
     currentHealth = 0;
     _del.DeleteAll();
     SceneManager.LoadScene(1);
 }