private void GameOver() { // Player Won the level if (IsLevelClear()) { PlayerInfo playerInfo = PlayerInfoManager.GetCurrentPlayerInfo(); TimeSpan time = TimeSpan.FromSeconds(timer.totalTime); TimeSpan oldTime = playerInfo.Levels[levelIndex].time; //Actualizar récord si se ha batido o si no existia(oldTime == 0) if (time < oldTime || Math.Abs(oldTime.TotalSeconds) < float.Epsilon) { playerInfo.Levels[levelIndex].time = time; } // Desbloquear siguiente nivel si es necesario si quedan niveles por desbloquear if ((levelIndex + 1) < GameManager.GetLevelsCount()) { playerInfo.Levels[levelIndex + 1].unlocked = true; } PlayerInfoManager.SetCurrentPlayerInfo(playerInfo); GameManager.Save(); } //Ir a la pantalla de selección de nivel GameManager.ChangeScene(Scene.SELECT_LEVEL); }
/// <summary> /// Set panel whit all player´s info /// </summary> /// <param name="status"></param> public void UpdateHUD() { Camera.main.GetComponent <SoundEffectsMenu>().PlayEffect(pageBook); close.gameObject.SetActive(true); panel.SetActive(true); info.gameObject.SetActive(true); nameTxt.gameObject.SetActive(true); playerName = string.IsNullOrEmpty(PlayerInfoManager.GetCurrentPlayerInfo().Name) ? "Player": PlayerInfoManager.GetCurrentPlayerInfo().Name; TextName(); BestTime(PlayerInfoManager.GetCurrentPlayerInfo().Levels[levelSelector.CurrentLevelIndex].time); //record.gameObject.SetActive(status); //TextRecord(GameManager.instancia.BestRecord(GameManager.instancia.currLevel),GameManager.instancia.BestRecordMan(GameManager.instancia.currLevel)); }
private void Start() { CurrentLevelIndex = 0; soundEffects = Camera.main.GetComponent <SoundEffectsMenu>(); levelsInfo = PlayerInfoManager.GetCurrentPlayerInfo().Levels; Assert.IsNotNull(levelsInfo, "Error: Couldn't find the levelsInfo in LevelSelector\n<color=yellow>Tip: is PlayerInfoManager initialized?(Have you used/created GameManager?)</color>"); int index = 0; for (int i = 1; i < levelsInfo.Length; i++) { if (levelsInfo[i].unlocked) { activateLevels.FastActiveSprite(index++); } } hud.UpdateHUD(); }