public void OnLevelChange() { MyPlayerPrefs.SetLevel(level.value + 1); Dictionary <string, object> _properties = new Dictionary <string, object>(); _properties.Add("SettingType", "Level"); _properties.Add("SettingValue", level.ToString()); Mixpanel.instance.SendEvent(MXPStrings.SETTINGS_CHANGED, _properties); }
public void OnIndexChange() { MyPlayerPrefs.SetChallengeIndex(index.value + 1); Dictionary <string, object> _properties = new Dictionary <string, object>(); _properties.Add("SettingType", "Index"); _properties.Add("SettingValue", index.ToString()); Mixpanel.instance.SendEvent(MXPStrings.SETTINGS_CHANGED, _properties); }
void Load() { int dataInt = MyPlayerPrefs.GetInt("SimpleInt", 0); float dataFloat = MyPlayerPrefs.GetFloat("SimpleFloat", 0.8f); string dataString = MyPlayerPrefs.GetString("SimpleString", "wrong"); Vector3 dataVector = MyPlayerPrefs.GetVector3("SimpleVector", Vector3.zero); Quaternion dataQuat = MyPlayerPrefs.GetQuaternion("SimpleQuat", new Quaternion(0f, 0f, 0f, 0f)); Color dataColor = MyPlayerPrefs.GetColor("SimpleColor", new Color(0f, 0f, 0f, 0f)); Debug.LogWarning(string.Format("{0}\n{1}\n{2}\n{3}\n{4}\n{5}", dataInt, dataFloat, dataString, dataVector, dataQuat, dataColor)); }
public static void ChangeLang(LangCode lang) { if (lang == Localizator.lang) { return; } MyPlayerPrefs.SetString(key, lang.ToString()); Localizator.lang = lang; OnLangChanged(); Debug.Log($"Change language: {lang}"); }
void Write() { int dataInt = 5; MyPlayerPrefs.SetInt("SimpleInt", dataInt); float dataFloat = 0.5f; MyPlayerPrefs.SetFloat("SimpleFloat", dataFloat); string dataString = "Saved data atata"; MyPlayerPrefs.SetString("SimpleString", dataString); Vector3 dataVector = new Vector3(0.5f, 0.5f, 1f); MyPlayerPrefs.SetVector3("SimpleVector", dataVector); Quaternion dataQuat = new Quaternion(1f, 2f, 3f, 4f); MyPlayerPrefs.SetQuaternion("SimpleQuat", dataQuat); Color dataColor = new Color(1f, 1f, 1f, 1f); MyPlayerPrefs.SetColor("SimpleColor", dataColor); Debug.LogWarning("WRITED"); }
static void LoadLang() { LangCode lt; string l = MyPlayerPrefs.GetString(key, null); if (l == null) { var sl = Application.systemLanguage; if (!LocData.TryGetCode(sl, out lt)) { lt = LangCode.en; } } else { if (!LocData.TryParseCode(l, out lt)) { lt = LangCode.en; } } MyPlayerPrefs.SetString(key, lt.ToString()); MyLogger.LogFormat("Localization: {0}", lt); lang = lt; }
void SavePrefs() { MyPlayerPrefs.Save(); Debug.LogWarning("SAVED?"); }
public void DeleteData() { MyPlayerPrefs.DeleteAll(); }
public void DrawChapter() { //before drawing the chapter, we will remove all the previous objects. ONLY usefull when we redraw. foreach (Chapters CChapter in vStoryMode.vChapter) { foreach (Levels cLevels in CChapter.vLevels) { //destroy child foreach (Transform child in cLevels.vObject.transform) { if (cLevels.vObject.transform != child.transform) { GameObject.Destroy(child.gameObject); } } } } //check all the level object and make sure the current level icon is showed foreach (Chapters CChapter in vStoryMode.vChapter) { //put a different icon for the first not completed levels by chapters bool firststage = true; //initialie the sprite to use Sprite vLevelToDo = Resources.Load <Sprite> ("Map/Level/LevelTODO"); Sprite vLevelDone = Resources.Load <Sprite> ("Map/Level/LevelDONE"); Sprite vLevelNext = Resources.Load <Sprite> ("Map/Level/LevelNEXT"); bool ShowChapter = false; //get all the levels in this chapters foreach (Levels cLevels in CChapter.vLevels) { if (CChapter.order == MyPlayerPrefs.GetLevel()) { if (cLevels.order <= MyPlayerPrefs.GetChallengeIndex()) { cLevels.Completed = true; } } else if (CChapter.order < MyPlayerPrefs.GetLevel()) { cLevels.Completed = true; } cLevels.vObject.SetActive(true); SpriteRenderer vSpriteRenderer = cLevels.vObject.GetComponent <SpriteRenderer>(); //if there is a level we can show, we show the entire chapter if (cLevels.CanShow) { ShowChapter = true; } //show the current level done and todo if (cLevels.Completed) { //ONLY show the score if completed //ShowScore(cLevels); vSpriteRenderer.sprite = vLevelDone; ShowChapter = true; //if at least 1 level is completed in the chapter, we show the rest. if not, we hide it } else { //ONLY show in RED the next level to do if (firststage) { firststage = false; vSpriteRenderer.sprite = vLevelNext; if (ShowChapter) { Camera.main.transform.position = new Vector3(cLevels.vObject.transform.position.x, cLevels.vObject.transform.position.y, Camera.main.transform.position.z); } } else { vSpriteRenderer.sprite = vLevelToDo; // Camera.main.transform.LookAt (cLevels.vObject.transform); } } if (!ShowChapter && !cLevels.CanShow) { vSpriteRenderer.gameObject.SetActive(false); } //draw the line between the 2 points Vector3[] vNextPosition = GetNextLevelPosition(cLevels, CChapter); if (vNextPosition.Count() > 0) { int i = 0; foreach (Vector3 vUnlockNextChapterPos in vNextPosition) { if (vUnlockNextChapterPos != Vector3.zero) { //get the current line renderer LineRenderer vCurrentLine = GetComponent <LineRenderer>(); if (CChapter.vLevels.Count() == cLevels.order) { vCurrentLine = LineBTWChapter.GetComponent <LineRenderer>(); } if (i > 0) { //create a empty game object GameObject vEmptyGameObject = (GameObject)Instantiate(EmptyGameObject, cLevels.vObject.transform.position, Quaternion.identity); vEmptyGameObject.AddComponent <LineRenderer>(); LineRenderer vLineRenderer = vEmptyGameObject.GetComponent <LineRenderer>(); vLineRenderer.material = vCurrentLine.material; vLineRenderer.SetWidth(.45f, .45f); //if current level is completed if (CChapter.vLevels.Count() == cLevels.order) { vLineRenderer.SetColors(vRoadBtwChapter, vRoadBtwChapter); } else if (cLevels.Completed) { vLineRenderer.SetColors(vRoadDone, vRoadDone); } else { vLineRenderer.SetColors(vRoadNotDone, vRoadNotDone); } vLineRenderer.SetPosition(0, cLevels.vObject.transform.position); vLineRenderer.SetPosition(1, vUnlockNextChapterPos); } else { if (cLevels.vObject.GetComponent <LineRenderer>() == null) { cLevels.vObject.AddComponent <LineRenderer>(); cLevels.vLineRenderer = cLevels.vObject.GetComponent <LineRenderer>(); } cLevels.vLineRenderer.material = vCurrentLine.material; cLevels.vLineRenderer.SetWidth(.45f, .45f); //if current level is completed if (CChapter.vLevels.Count() == cLevels.order) { cLevels.vLineRenderer.SetColors(vRoadBtwChapter, vRoadBtwChapter); } else if (cLevels.Completed) { cLevels.vLineRenderer.SetColors(vRoadDone, vRoadDone); } else { cLevels.vLineRenderer.SetColors(vRoadNotDone, vRoadNotDone); } cLevels.vLineRenderer.SetPosition(0, cLevels.vObject.transform.position); cLevels.vLineRenderer.SetPosition(1, vUnlockNextChapterPos); } i++; } } } } } }
static LevelPresetData() { _save = MyPlayerPrefs.GetObject(saveKey, new LevelPresetSaveable()); MyPlayerPrefs.OnSave += () => MyPlayerPrefs.SetObject(saveKey, _save); }
static void InitData() { settings = MyPlayerPrefs.GetObject(prefsKey, new AudioSettings()); MyPlayerPrefs.OnSave += () => MyPlayerPrefs.SetObject(prefsKey, settings); }