public void SubmitScore() { float score; _scoreInput = scoreText.text; float.TryParse(_scoreInput, out score); Debug.Log("SCORE: " + score); _nameInput = nameInput.text; Leaderboard.Record(_nameInput, score); if (newHighScoreObj != null) { ScorePrefab newScore = newHighScoreObj.GetComponent <ScorePrefab>(); newScore.name.text = _nameInput; newScore.name.color = Color.cyan; newScore.score.color = Color.cyan; } // Reset for next input. _nameInput = ""; _scoreInput = "0"; playerStats.SetActive(false); }
public void LoadLeaderboard(float score) { gameObject.SetActive(true); bool newHighScore = false; // Display high scores! for (int i = 0; i < Leaderboard.EntryCount; ++i) { var entry = Leaderboard.GetEntry(i); if (entry.score > score && !newHighScore) { highScoreMenu.SetActive(true); endMenu.SetActive(false); newHighScore = true; newHighScoreObj = Instantiate(scorePrefab, scoresParent.transform); ScorePrefab newScoreScript = newHighScoreObj.GetComponent <ScorePrefab>(); newScoreScript.score.text = score.ToString("F2"); newScoreScript.gameObject.SetActive(true); } GameObject highScore = Instantiate(scorePrefab, scoresParent.transform); ScorePrefab scoreScript = highScore.GetComponent <ScorePrefab>(); scoreScript.name.text = entry.name; scoreScript.score.text = entry.score.ToString("F2"); if (i < Leaderboard.EntryCount - 1 || !newHighScore) { scoreScript.gameObject.SetActive(true); } else if (newHighScore) { scoreScript.gameObject.SetActive(false); } } scoreText.text = score.ToString("F2"); }