private void Restart() { endingSlotsGrid = childPanel.Find("ToSolve"); startingSlotsGrid = childPanel.Find("Provided"); // Activate the Letter Collection and Slot script gameObject.GetComponent <KeyCollection>().enabled = true; // Grab the play list object for this game playObj = looper.GetCurrentPlay(); // De-serialize the keyboard json keyboard = JsonUtility.FromJson <DO_KeyboardGame>(playObj.json); if (words != null) { words.Clear(); } else { words = new List <string>(); } // Create the word List and populate it. PopulateWordList(); Debug.Log("KEYBOARD: WORDS list count is " + words.Count.ToString()); currentRound = 1; // Start first round GenerateRound(); gameComplete = false; }
private void Restart() { // Grab the play list object for this game playObj = gameLoop.GetCurrentPlay(); // De-serialize the word scramble json scramble = JsonUtility.FromJson <DO_WordScramble>(playObj.json); if (words != null) { words.Clear(); } else { words = new List <string>(); } // Create the word List and populate it. PopulateWordList(); Debug.Log("SCRAM: WORDS list count is " + words.Count.ToString()); currentRound = 1; // Start first round GenerateRound(); }
/// <summary> /// Calculates the total number of rounds remaining until reaching a reward playlist entry. /// This is used to properly configure the progress bar. /// </summary> private float CalculateRoundsTillReward() { Debug.Log("Calculating rounds till reward"); List <float> roundsTillRewardList = new List <float>(); Debug.Log("Rounds till reward list count = " + roundsTillRewardList.Count); for (float i = currentRound; i < totalRoundCount; i++) { DO_PlayListObject tempPlayObj = controller.GetPlayEntry(Mathf.RoundToInt(i)); if (!(tempPlayObj.type_id == 1)) { roundsTillRewardList.Add(i); Debug.Log("Adding to roundstillreward list: " + i); } else { Debug.Log("Break"); break; } } roundsTillReward = roundsTillRewardList.Count; Debug.Log("Round till reward = " + roundsTillReward); if (newPart == true) { totalRoundsThisPart = roundsTillReward; newPart = false; } Debug.Log("newPart = " + newPart + ", totalRoundsThisPart = " + totalRoundsThisPart); return(roundsTillReward); }
void Restart() { // Grab the play list object for this game playlistObj = gameLoop.GetCurrentPlay(); // Grab the choose reward object chooseRewardObject = JsonUtility.FromJson <DO_ChooseReward>(playlistObj.json); // Start the dataservice ds = StartupScript.ds; //create the already loaded lists alreadyLoadedImageList = new List <string>(); // Creat the reward buttons CreateRewardButtons(); //Create the webview CreateWebview(); // Clear the already loaded list alreadyLoadedImageList.Clear(); // deactivate the round counter bar so the countdown bar will be visable RoundCounterProgressBar.SetActive(false); }
public override void Resume() { Debug.Log("Start Resume"); playObj = gameLoop.GetCurrentPlay(); SetupFromString(playObj.json); Debug.Log("End Resume"); }
public override void Resume() { Debug.Log("matching resume method"); Debug.Log("enter Matching Helper start"); playlistDataObject = gameLoop.GetCurrentPlay(); SetupFromString(playlistDataObject.json); Debug.Log("done Matching Helper start"); }
/// <summary> /// Retrieves the play list data from the data base and sorts it according to the order id. /// </summary> private void RetrieveAndSort() { DO_PlayListObject temp; foreach (var row in dataService.GetPlayList()) { temp = new DO_PlayListObject( row.id, row.order_id, row.duration, row.type_id, row.json, row.custom_json); playListEntries.Add(temp); } playListEntries.Sort(); }
/// <summary> /// This method either creates a new entry or edits an existing one. It creates /// a play list data object, updates the DB, and then inserts the new data /// object into the play list entries list. Returns true if saved successfully to /// the DB. /// </summary> /// <param name="typeId"></param> /// <param name="duration"></param> /// <param name="json"></param> /// <param name="customJson"></param> /// <returns>bool</returns> public bool AddOrEditEntryData(int typeId, int duration, string json, string customJson = null) { DO_PlayListObject temp; // Check if we are creating a new entry if (creatingNewEntry) { temp = new DO_PlayListObject(playListEntries.Count, duration, typeId, json); if (dataService.AddNewPlayListRow(temp) < 1) { return(false); } IEnumerable <DO_PlayListObject> tempCollection = dataService.GetLastInsertedRowId(temp.order_id); int newRowId = -1; foreach (DO_PlayListObject obj in tempCollection) { newRowId = obj.id; } temp.id = newRowId; playListEntries.Add(temp); } else { temp = new DO_PlayListObject(playListEntries[activeEntryIndex].id, playListEntries[activeEntryIndex].order_id, duration, typeId, json); if (dataService.EditPlayListRow(temp) < 1) { return(false); } playListEntries[activeEntryIndex] = temp; } return(true); }
public override void Resume() { playObj = gameLoop.GetCurrentPlay(); SetupFromString(playObj.json); }
public int EditPlayListRow(DO_PlayListObject data) { string query = "UPDATE Play_List SET order_id = ?, duration = ?, json = ?, custom_json = ? WHERE id = ?"; return(_connection.Execute(query, data.order_id, data.duration, data.json, data.custom_json, data.id)); }
public int AddNewPlayListRow(DO_PlayListObject data) { string query = "INSERT INTO Play_List (order_id, duration, type_id, json, custom_json) VALUES(?,?,?,?,?)"; return(_connection.Execute(query, data.order_id, data.duration, data.type_id, data.json, data.custom_json)); }