void DisplayPlayerStatistics() { GoedleAnalytics.track("show.statistics"); underPowerUsageText.text = "Under power : " + underPowerMin.ToString() + " minutes and " + underPowerSec.ToString() + " seconds"; correctPowerUsageText.text = "Correct power : " + correctPowerMin.ToString() + " minutes and " + correctPowerSec.ToString() + " seconds"; overPowerUsageText.text = "Over power : " + overPowerMin.ToString() + " minutes and " + overPowerSec.ToString() + " seconds"; // set text msg based on power usage. if (underPowerMin > correctPowerMin && underPowerMin > overPowerMin) { usage.text = "The wind farm was mostly working in under Power, not very efficient."; } else if (overPowerMin > correctPowerMin && overPowerMin > underPowerMin) { usage.text = "The wind farm was mostly working in over Power, not very efficient."; } else if (correctPowerMin > underPowerMin && correctPowerMin > overPowerMin) { usage.text = "The wind farm was mostly working in correct Power, very efficient."; } else if (underPowerSec > correctPowerSec && underPowerSec > overPowerSec) { usage.text = "The wind farm was mostly working in under Power, not very efficient."; } else if (overPowerSec > correctPowerSec && overPowerSec > underPowerSec) { usage.text = "The wind farm was mostly working in over Power, not very efficient."; } else { usage.text = "The wind farm was mostly working in correct Power, very efficient."; } }
public void SpawnTurbine() { // shows if the spawn button is pressed. Used only in the simulation script and for optimization purposes. if (numberOfTurbines < maxNumberOfTurbines) { GoedleAnalytics.track("add.turbine"); buttonPressed = true; } //TODO: it is good to not have hard coded values in conditions and follow a more generic logic, but that must change when the all the levels finished. if (numberOfTurbines < 5) // the first row of turbines. { spawnPointUp.position = new Vector3(spawnPointUp.position.x + 40, spawnPointUp.position.y, spawnPointUp.position.z); Instantiate(turbinePrefab, spawnPointUp.position, spawnPointUp.rotation); // adds turbines to the specified transform point (spawnPointUp). numberOfTurbines++; numberOfTurbinesOperating++; } else if (numberOfTurbines < maxNumberOfTurbines && numberOfTurbines >= 5) { spawnPointDown.position = new Vector3(spawnPointDown.position.x + 39, spawnPointDown.position.y, spawnPointDown.position.z); Instantiate(turbinePrefab, spawnPointDown.position, spawnPointDown.rotation); // adds turbines to the specified transform point(spawnPointDown). numberOfTurbines++; numberOfTurbinesOperating++; } }
public void DisableConfigMenu() { //menu.enabled = false; menu.GetComponent <CanvasGroup> ().alpha = 0f; GoedleAnalytics.track("configure.wind_speed", "max ", simulator.windMaxSpeed.ToString()); GoedleAnalytics.track("configure.wind_speed", "min ", simulator.windMinSpeed.ToString()); GoedleAnalytics.track("configure.power", "max ", simulator.powerRequirementsMax.ToString()); GoedleAnalytics.track("configure.power", "min ", simulator.powerRequirementsMin.ToString()); GoedleAnalytics.track("configure.simulation_speed", null, simulator.simulationSpeed.ToString()); GoedleAnalytics.track("configure.close", "CloseConfigurationPanel"); }
public void PauseButtonPressed() { if (gamePaused == false) { gamePaused = true; prevSimulationSpeed = simulator.simulationSpeed; simulator.simulationSpeed = 0; text.enabled = true; GoedleAnalytics.track("pause.simulation"); } else if (gamePaused == true) { gamePaused = false; simulator.simulationSpeed = prevSimulationSpeed; text.enabled = false; GoedleAnalytics.track("resume.simulation"); } }
public void InputFieldsFilled() { if (playerName != null && playerSurname != null && playerSchoolName != null) { string user_id = (playerName + playerSurname + playerSchoolName).ToLower().Trim(); using (MD5 md5 = MD5.Create()) { byte[] hash = md5.ComputeHash(Encoding.Default.GetBytes(user_id)); Guid user_id_hash = new Guid(hash); GoedleAnalytics.setUserId(user_id_hash.ToString("D")); GoedleAnalytics.trackTraits("first_name", playerName); GoedleAnalytics.trackTraits("last_name", playerSurname); GoedleAnalytics.track("group", playerSchoolName); } levelMng.LoadNextLevel(); } else { msgText.enabled = true; } }
//when user clicks the turbine. void OnMouseDown() { //clicks while turbine is rotating. if (turbine.IsRotating() == true && turbine.IsDamaged() == false) { turbine.DisableTurbine(); GoedleAnalytics.track("disable.turbine"); } //clicks while is not rotating. else if (turbine.IsRotating() == false && turbine.IsDamaged() == false) { turbine.EnableTurbine(); GoedleAnalytics.track("enable.turbine"); } //clicks while turbine is damaged. else if (turbine.IsDamaged() == true) { turbine.repairTurbine(); GoedleAnalytics.track("repair.turbine"); } }
// Update is called once per frame void Update() { DisplayText("income"); CalculateTime(); // Sending game state every 15 seconds if (Time.time > nextActionTime) { nextActionTime += period; GoedleAnalytics.track("game.state", "currentWindSpeed", currentWindSpeed.ToString()); GoedleAnalytics.track("game.state", "currentPowerReqs", currentPowerReqs.ToString()); GoedleAnalytics.track("game.state", "powerUsage", powerUsage.ToString()); GoedleAnalytics.track("game.state", "income", income.ToString()); GoedleAnalytics.track("game.state", "numberOfTurbines", spawnManager.numberOfTurbines.ToString()); GoedleAnalytics.track("game.state", "numberOfTurbinesOperating", spawnManager.numberOfTurbinesOperating.ToString()); } // used for displaying the power added text when inserting a turbine. if (spawnManager.buttonPressed == true) { StartCoroutine(calculateAddedPower()); spawnManager.buttonPressed = false; } }
public void EnableConfigMenu() { //menu.enabled = true; menu.GetComponent <CanvasGroup> ().alpha = 1f; GoedleAnalytics.track("configure.open", "OpenConfigurationPanel"); }
public void ExitButtonPressed() { GoedleAnalytics.track("end.simulation"); endSimulation = true; }