// Set-up void Start() { // If we are not in a gym destroy this component if (tScore == null) { Destroy(this); } gameModeMaster = GameObject.Find("GameModeMaster").GetComponent <GameModeMaster>(); scorePopper = this.transform.Find("ScorePopper").GetComponent <ScorePopper>(); highScore = GameObject.Find("PersonalHighScore").GetComponent <PersonalHighScore>(); squatCardioScore = 0; tScore.text = squatCardioScore.ToString(); if (PlayerPrefs.GetInt(Constants.gameMode) == Constants.gameModeArcade) { arcadeMode = true; scoreConsecutiveCounter = 0; nextConsecutiveTarget = FIRST_TARGET; } wallSoundEffects = this.GetComponent <WallSoundEffects>(); //squatCounter = GameObject.Find("SquatWallCounterAchievments").GetComponent<SquatCounter>(); SteamLeaderBoardUpdater = GameObject.Find("UpdateSteamLeaderBoard").GetComponent <SteamLeaderBoardUpdater>(); // Get rid of the hand guard if we are not using it this.EnableDisableHands(cardioMode == false && gameModeMaster.GetHandGuard() == true); }
// Set-up void Start() { master = GameObject.Find("GameModeMaster").GetComponent <GameModeMaster>(); walls[0] = Resources.Load <GameObject>("Walls/SquatWall"); walls[1] = Resources.Load <GameObject>("Walls/SquatWallx2"); walls[2] = Resources.Load <GameObject>("Walls/SquatWallx3"); }
// Set-up void Start() { master = GameObject.Find("GameModeMaster").GetComponent <GameModeMaster>(); walls[0] = Resources.Load <GameObject>("Walls/CardioWallLeft"); walls[1] = Resources.Load <GameObject>("Walls/CardioWallMid"); walls[2] = Resources.Load <GameObject>("Walls/CardioWallRight"); }
/// <summary> /// Upload score and shrink/destroy this object /// </summary> public void UploadAndDestroy(string name) { LocalArcadeLeaderBoard localLB = GameObject.Find("LocalArcadeLeaderBoard").GetComponent <LocalArcadeLeaderBoard>(); localLB.AddEntryAndShowPlacment(name, playerScore); growTimer = float.PositiveInfinity; shrink = true; GameModeMaster gameMaster = GameObject.Find("GameModeMaster").GetComponent <GameModeMaster>(); gameMaster.PreventLevelFromLoading = false; }
/// <summary> /// Destroy all walls and end the game /// </summary> public void EndGame(bool viaPauseMenu = false) { // If we have already done the ending stuff return out if (gameOver == true) { return; } //// If we are in classic mode, update the consecutive cardio //if (PlayerPrefs.GetInt(Constants.gameMode) == Constants.gameModeClassic) //{ // if (PlayerPrefs.GetInt(Constants.cardioMode) == 1) // { // // Check if we have reached any consecutive achievements and set stat // AchivmentAndStatControl.SetStat(Constants.highestCardioConsec, squatCardioScore); // (Will only update stat if larger) // AchivmentAndStatControl.CheckAllConsecutiveCardioAchivments(squatCardioScore); // } // else // { // AchivmentAndStatControl.SetStat(Constants.highestSquatConsec, squatCardioScore); // (Will only update stat if larger) // AchivmentAndStatControl.CheckAllConsecutiveSquatAchivments(squatCardioScore); // } //} // Save Score if in classic mode or if in daily challenge if (PlayerPrefs.GetInt(Constants.gameMode) == Constants.gameModeClassic || PlayerPrefs.GetInt(Constants.gameMode) == Constants.gameModeDaily) { SteamLeaderBoardUpdater.UpdateLeaderBoard(squatCardioScore); } // If arcade, update based on the score if (PlayerPrefs.GetInt(Constants.gameMode) == Constants.gameModeArcade) { // Save score to steam leader board int currScore = highScore.GetYourScore(); SteamLeaderBoardUpdater.UpdateLeaderBoard(currScore); AchivmentAndStatControl.SetStat(Constants.highScore, currScore); // Dont enable the player score pop up if (viaPauseMenu == false) { // Pop up the name select ArcadeNameSelector nameSelector = GameObject.Find("ArcadeNameSelector").GetComponent <ArcadeNameSelector>(); nameSelector.SetPlayerScore(currScore); nameSelector.SetToSize(); } // Prevent loading level so we can pick name GameObject.Find("GameModeMaster").GetComponent <GameModeMaster>().PreventLevelFromLoading = true; } if (GameObject.Find("GYM") != null) { Transform st = GameObject.Find("GYM").transform.Find("SquatTrack"); st.Find("SquatBars").GetComponent <GuideRail>().LowerRail(); st.Find("DoorA").GetComponent <SquatTrackDoor>().CloseDoor(); st.Find("DoorB").GetComponent <SquatTrackDoor>().CloseDoor(); } // Disable hand block so it doesnt get in your way this.EnableDisableHands(false); // Gib all walls this.DestroyAllWalls(!viaPauseMenu); // Let the arcade mode handle ending the game if we are in arcade mode GameModeMaster gameMaster = GameObject.Find("GameModeMaster").GetComponent <GameModeMaster>(); gameMaster.EndGame(); gameOver = true; }