public void SaveDataOnDatabase() { FirebaseDatabaseConnector database = FindObjectOfType <FirebaseDatabaseConnector>(); database.GetCharacterDataFromDatabase(); DateTime?timeOfLastUpdate = SaveData.LoadDatabaseUpdateTime(); if (database != null && DateTime.Now > timeOfLastUpdate) { FirebaseDatabaseConnector.DatabaseCallback callback = DatabaseCallback; database.SaveCharacterData(callback); database.SaveCharacterAbilitiesData(callback); database.SaveStoreData(callback); } }
// Use this for initialization void Start() { Screen.autorotateToPortrait = true; Screen.autorotateToPortraitUpsideDown = false; firebaseDatabase = FindObjectOfType <FirebaseDatabaseConnector>(); firebaseAuth = FindObjectOfType <FirebaseAuthenticationHandler>(); SetEnemySpriteFromPNG(); SetQRCodeSpriteFromPNG(); StartLocationService(); GameObject uiCanvas = GameObject.Find("MenuCanvas"); qrCode = new QRCode(); if (uiCanvas == null) { Debug.LogError("Make sure there is a canvas GameObject present in the Hierarcy (Create UI/Canvas)"); } }
// Disable Screen Rotation on that screen void Awake() { scenesController = FindObjectOfType <ScenesController>(); //Get Object of Firebase Connector database = FindObjectOfType <FirebaseDatabaseConnector>(); isScannerStarted = true; Screen.autorotateToPortrait = true; Screen.autorotateToPortraitUpsideDown = false; Image.enabled = true; // for all enemies found within the scene make sure they do not show up through the camera view // in other words disable all meshrenders and box colliders for the players Enemy[] enemies = FindObjectsOfType <Enemy>(); if (enemies != null) { foreach (Enemy e in enemies) { e.GetComponent <MeshRenderer>().enabled = false; e.GetComponent <BoxCollider>().enabled = false; } } }
private void Start() { database = FindObjectOfType <FirebaseDatabaseConnector>(); }