Exemple #1
0
    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);
    }
Exemple #2
0
    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);
    }
Exemple #3
0
    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}");
 }
Exemple #5
0
    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;
        }
Exemple #7
0
 void SavePrefs()
 {
     MyPlayerPrefs.Save();
     Debug.LogWarning("SAVED?");
 }
Exemple #8
0
 public void DeleteData()
 {
     MyPlayerPrefs.DeleteAll();
 }
Exemple #9
0
    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++;
                        }
                    }
                }
            }
        }
    }
Exemple #10
0
 static LevelPresetData()
 {
     _save = MyPlayerPrefs.GetObject(saveKey, new LevelPresetSaveable());
     MyPlayerPrefs.OnSave += () => MyPlayerPrefs.SetObject(saveKey, _save);
 }
Exemple #11
0
 static void InitData()
 {
     settings              = MyPlayerPrefs.GetObject(prefsKey, new AudioSettings());
     MyPlayerPrefs.OnSave += () => MyPlayerPrefs.SetObject(prefsKey, settings);
 }