private void Victory() { victory.SetActive(true); points_victory.text = "Points: " + coins; JSONLevel l = HandleJSON.GetLevels()[0]; if (coins > l.player_score) { JSONPlayer player = HandleJSON.GetPlayer(); player.coins += coins - l.player_score; HandleJSON.WriteJsonPlayer(player); l.player_score = coins; HandleJSON.WriteJsonLevel(l); } if (coins >= l.gold) { trophy.text = "Gold"; } else if (coins >= l.silver) { trophy.text = "Silver"; } else if (coins >= l.bronze) { trophy.text = "Bronze"; } else { trophy.text = ""; } }
public void OpenLevelSelect() { levelSelectPanel.SetActive(true); menu.SetActive(false); if (prefabSpawn.childCount == 0) { JSONLevel[] levels = HandleJSON.GetLevels(); for (int i = 0; i < levels.Length; i++) { if (levels[i].player_score < levels[i].bronze) { break; } LevelSelectUIItem p = Instantiate <LevelSelectUIItem>(prefab, prefabSpawn); p.SetItem(levels[i].level_name, levels[i].GetTrophy(), levels[i].player_score); } } }
public void NextLevel() { if (endless) { progress++; Setup(); } else { int length = HandleJSON.GetLevels().Length; if (progress < length - 1) { JSONPlayer p = HandleJSON.GetPlayer(); p.current_level = progress; HandleJSON.WriteJsonPlayer(p); progress++; Setup(); } else { SceneManager.LoadScene("Scene_Main_Menu"); } } }
void Setup() { if (!endless) { progress = HandleJSON.GetPlayer().current_level; JSONLevel[] levels = HandleJSON.GetLevels(); if (progress > levels.Length) { progress = levels.Length - 1; } JSONWave[] jws = levels[progress].waves; Wave[] fromJSON = new Wave[jws.Length]; for (int i = 0; i < jws.Length; i++) { fromJSON[i] = new Wave(jws[i]); } WaveManager wM = GetComponentInChildren <WaveManager>(); wM.SetWaves(fromJSON); } else { Wave[] w = new Wave[progress]; for (int i = 0; i < w.Length; i++) { int[] units = new int[progress]; for (int x = 0; x < units.Length; x++) { units[x] = Random.Range(0, 3); } w[i] = new Wave(units, Random.Range(2, 8), (progress % 10 == 0) ? 1 : 0); } WaveManager wM = GetComponentInChildren <WaveManager>(); wM.SetWaves(w); } }