public void StartPressed() { // if character unlocked! if (characterList[index].GetComponent <player_selection_script>().unlocked) { int player_amount = PlayerPrefsHandler.GetPersistentVar <int>(Statics.ai_amount, 0); string s = ""; // reset score for amount of players for (int i = 0; i < player_amount; i++) { // reset score PlayerPrefsHandler.SetPersistentVar <int>(Statics.player_score(i), ref i, 0, true); } PlayerPrefsHandler.SetPersistentVar <string>(Statics.player_name(1), ref s, "Ai_play", false); // reset score int j = 0; PlayerPrefsHandler.SetPersistentVar <int>(Statics.player_score(1), ref j, 0, false); PlayerPrefsHandler.SetPersistentVar <int>(Statics.player_score(0), ref j, 0, true); SaveCharacterSelection(); SceneManager.LoadScene(nextScene); } else { warning.text = "Can't choose this player!"; } }
void Start() { soundOn = PlayerPrefsHandler.GetPersistentVar <bool>(Statics.sound, true); if (soundOn == false) { AudioListener.volume = 0; } }
private void initiateLabels() { // total wins wins_i = PlayerPrefsHandler.GetPersistentVar <int>(Statics.total_wins, Statics.zero); wins.text = wins_i.ToString(); // total played matches_i = PlayerPrefsHandler.GetPersistentVar <int>(Statics.total_matches, Statics.zero); matches.text = matches_i.ToString(); }
//--------------------------------------------------------------------- // Messages //--------------------------------------------------------------------- private void Start() { if (PlayerPrefsHandler.GetTutorStateARMap()) { return; } _tutorialPanel.SetActive(true); PlayerPrefsHandler.SetTutorStateARMap(true); }
private void loadValues() { switch (PlayerPrefsHandler.GetPersistentVar <int>(Statics.enemy_amount, 50)) { case 50: enemies_dropdown.value = 2; break; case 100: enemies_dropdown.value = 1; break; case 150: enemies_dropdown.value = 0; break; } switch (PlayerPrefsHandler.GetPersistentVar <string>(Statics.ai_difficulty(1), "Easy")) { case "Easy": diff_dropdown.value = 0; break; case "Normal": diff_dropdown.value = 1; break; case "Hard": diff_dropdown.value = 2; break; } switch (PlayerPrefsHandler.GetPersistentVar <int>(Statics.ai_amount, 1)) { case 1: ai_amount_dropdown.value = 1; break; } switch (PlayerPrefsHandler.GetPersistentVar <string>(Statics.game_mode, "1vs1")) { case "1vs1": game_mode_dropdown.value = 1; break; } switch (PlayerPrefsHandler.GetPersistentVar <string>(Statics.player_character(1), Player_Character.Mage.ToString())) { case "Mage": game_mode_dropdown.value = 0; break; } }
public void NameUpdated() { // save Name if (name_text.text == null || name_text.text == "") { PlayerPrefsHandler.SetPersistentVar <string>(Statics.player_name(0), ref player_name, "Player" + Random.Range(1, 100), true); } else { PlayerPrefsHandler.SetPersistentVar <string>(Statics.player_name(0), ref player_name, name_text.text, true); } }
// Use this for initialization void Start() { // Grab instance of component quitMenu = quitMenu.GetComponent <Canvas>(); startText = startText.GetComponent <Button>(); exitText = exitText.GetComponent <Button>(); // Invisible quit menu quitMenu.enabled = false; // Set Name name_inputfield.text = PlayerPrefsHandler.GetPersistentVar <string>(Statics.player_name(0), "Player" + Random.Range(1, 100)); }
private void Awake() { if (Instance != this) { Destroy(this); } else { DontDestroyOnLoad(gameObject); prefs = new PlayerPrefsHandler(); prefs.RestorePreferences(); currentlyLoadedProfileNumber = -1; SceneManager.sceneLoaded += OnSceneLoaded; } }
void Awake() { if (Instance != this || FindObjectOfType <EX1.DataService>()) { Destroy(this); } else { DontDestroyOnLoad(gameObject); prefs = new PlayerPrefsHandler(); prefs.RestorePreferences(); SceneManager.sceneLoaded += OnLevelWasLoaded; } }
public void toggle() { if (AudioListener.volume == 0) { soundOn = true; PlayerPrefsHandler.SetPersistentVar <bool>(Statics.sound, ref soundOn, soundOn, true); AudioListener.volume = 1; } else { soundOn = false; PlayerPrefsHandler.SetPersistentVar <bool>(Statics.sound, ref soundOn, soundOn, true); AudioListener.volume = 0; } }
public void yes_pressed() { if (restart) { int i = 0; PlayerPrefsHandler.SetPersistentVar <int>(Statics.player_score(0), ref i, 0, true); PlayerPrefsHandler.SetPersistentVar <int>(Statics.player_score(1), ref i, 0, true); Time.timeScale = 1; SceneManager.LoadScene(2); } else { Time.timeScale = 1; SceneManager.LoadScene(0); } }
public void done() { int r = 0; string s = ""; // save PlayerPrefsHandler.SetPersistentVar <int>(Statics.ai_amount, ref r, Int32.Parse(ai_amount_dropdown.options[ai_amount_dropdown.value].text), false); PlayerPrefsHandler.SetPersistentVar <int>(Statics.enemy_amount, ref r, Int32.Parse(enemies_dropdown.options[enemies_dropdown.value].text), false); PlayerPrefsHandler.SetPersistentVar <string>(Statics.player_character(1), ref s, ai_char_dropdown.options[ai_char_dropdown.value].text, false); PlayerPrefsHandler.SetPersistentVar <string>(Statics.game_mode, ref s, game_mode_dropdown.options[game_mode_dropdown.value].text, false); PlayerPrefsHandler.SetPersistentVar <string>(Statics.ai_difficulty(1), ref s, diff_dropdown.options[diff_dropdown.value].text, false); PlayerPrefsHandler.SetPersistentVar <string>(Statics.ai_difficulty(0), ref s, diff_dropdown.options[diff_dropdown.value].text, true); //disable canvas.enabled = false; }
private void Awake() { if (Instance != this) { Destroy(this); } else { DontDestroyOnLoad(gameObject); prefs = new PlayerPrefsHandler(); prefs.RestorePreferences(); #if UNITY_5_4_OR_NEWER SceneManager.sceneLoaded += OnLevelWasLoaded; #endif } }
// When the scene first runs ensure that there is only one // instance of this class. This allows us to add it to any scene and // not conflict with any pre-existing instance from a previous scene. private void Awake() { if (Instance != this) { Destroy(this); } else { DontDestroyOnLoad(this.gameObject); prefs = new PlayerPrefsHandler(); prefs.RestorePreferences(2); // In Unity 5.4 OnLevelWasLoaded has been deprecated and the action // now occurs through this callback. SceneManager.sceneLoaded += OnSceneLoaded; } }
public void Previous() { characterList[index].SetActive(false); if (index == 0) { index = characterList.Count - 1; } else { index--; } selected_name.text = characterList[index].name.Replace("(Clone)", ""); characterList[index].SetActive(true); current_character = characterList[index].GetComponent <player_selection_script>().character; charwins.text = PlayerPrefsHandler.GetPersistentVar <int>(Statics.character_wins(current_character), 0).ToString(); updatelabels(); warning.text = ""; }
private void updatelabels() { switch (current_character) { case Player_Character.Mage: updatelabels_help(Mage_statics.Background, Mage_statics.unlock, Mage_statics.developed); break; case Player_Character.HankTheTank: updatelabels_help(HankTheTank_statics.Background, HankTheTank_statics.unlock, HankTheTank_statics.developed); break; case Player_Character.Archer: updatelabels_help(Archer_statics.Background, Archer_statics.unlock, Archer_statics.developed); break; case Player_Character.BigSword: updatelabels_help(BigSword_statics.Background, BigSword_statics.unlock, BigSword_statics.developed); break; case Player_Character.Bow: updatelabels_help(Bow_statics.Background, Bow_statics.unlock, Bow_statics.developed); break; case Player_Character.Hammer: updatelabels_help(Hammer_statics.Background, Hammer_statics.unlock, Hammer_statics.developed); break; case Player_Character.Spearman: updatelabels_help(Spearman_statics.Background, Spearman_statics.unlock, Spearman_statics.developed); break; case Player_Character.Swordsman: updatelabels_help(Swordsman_statics.Background, Swordsman_statics.unlock, Swordsman_statics.developed); break; case Player_Character.Adventurer: updatelabels_help(Adventurer_statics.Background, Adventurer_statics.unlock, Adventurer_statics.developed); break; } // character wins label PlayerPrefsHandler.GetPersistentVar <int>(Statics.character_wins(current_character), Statics.zero); }
// When the scene first runs ensure that there is only one // instance of this class. This allows us to add it to any scene and // not conflict with any pre-existing instance from a previous scene. private void Awake() { if (Instance != this) { Destroy(this); } else { DontDestroyOnLoad(gameObject); prefs = new PlayerPrefsHandler(); prefs.RestorePreferences(); // In Unity 5.4 OnLevelWasLoaded has been deprecated and the action // now occurs through this callback. //#if UNITY_5_4_OR_NEWER SceneManager.sceneLoaded += OnLevelFinishedLoading; //#endif } }
void Awake() { if (Instance != this || FindObjectOfType <EX2.DataService>()) { Destroy(this); } else { DontDestroyOnLoad(gameObject); prefs = new PlayerPrefsHandler(); prefs.RestorePreferences(); // Ensure that the player preferences are applied to the new scene // Using Lambdas: // SceneManager.sceneLoaded += (scene, mode) => prefs.RestorePreferences(); // Using functions: SceneManager.sceneLoaded += OnLevelWasLoaded; } }
private void initiateSelector() { GameObject[] characters = Resources.LoadAll <GameObject>("Players"); foreach (GameObject c in characters) { player = c.GetComponent(typeof(Player)) as Player; GameObject _char = Instantiate(c) as GameObject; _char.transform.SetParent(GameObject.Find("Character_controller").transform); characterList.Add(_char); _char.SetActive(false); selected_name.text = characterList[index].name.Replace("(Clone)", ""); characterList[index].SetActive(true); current_character = characterList[index].GetComponent <player_selection_script>().character; charwins.text = PlayerPrefsHandler.GetPersistentVar <int>(Statics.character_wins(current_character), 0).ToString(); updatelabels(); } }
void Start() { sfx = SfxHandler.SfxIns; Debug.Log("start chal chuka ha..."); DeactivateMe(SuccessWindow); InputFieldIsUpdated = false; CurrentUpdatedFieldIndex = -1; DifferenceInAnswer = 0.5f; CHangeInTempFieldsActivated = false; SpecificHeatFirstFieldIsActivated = false; PlayerPrefsObject = PlayerPrefsHandler.PlayerPrefsHandlerInstance; ObsInputFields = new InputField[17]; ObsInputFields = GetComponentsInChildren <InputField>(); LoadDataAndDeactivateFeedbackMsgsInObsInputFields(); ErrorMessagesList = new GameObject[8]; CorrectMessagesList = new GameObject[8]; DisableChangeInTempFieldsInteractivity(); DisableSpecificHeatFieldsInGramsInteractivity(); DisableSpecificHeatFieldsInKGramsInteractivity(); CorrectedResultsCount = 0; CorrectedResultsCount = 3; //kelvin status updated.. FinalReadingsInDataTable = DataInTable.GetComponentsInChildren <TextMeshProUGUI>(); for (int Index = 0; Index < FinalReadingsInDataTable.Length; Index++) { LoadReadingsInDataTable(Index); } }
public void continue_pressed() { if (!gameOver) { inGameMenu.enabled = false; Time.timeScale = 1; } else { if (matchover) { int i = 0; PlayerPrefsHandler.SetPersistentVar <int>(Statics.player_score(0), ref i, 0, true); PlayerPrefsHandler.SetPersistentVar <int>(Statics.player_score(1), ref i, 0, true); Time.timeScale = 1; SceneManager.LoadScene(0); } else { Time.timeScale = 1; SceneManager.LoadScene(2); } } }
private void SaveCharacterSelection() { PlayerPrefsHandler.SetPersistentVar <string>(Statics.player_character(0), ref character_name, current_character.ToString(), true); }
void Start() { Time.timeScale = 0; string s = ""; PlayerPrefsHandler.SetPersistentVar <string>(Statics.player_controller(0), ref s, Player_Controll.Player.ToString(), true); PlayerPrefsHandler.SetPersistentVar <string>(Statics.player_controller(1), ref s, Player_Controll.Ai.ToString(), true); int player_amount = PlayerPrefsHandler.GetPersistentVar <int>(Statics.player_amount, 2); // Game Mode (only have one) // string game_mode = PlayerPrefsHandler.GetPersistentVar<string>(Statics.game_mode, "1vs1"); // Create entire gameworld for (int i = 0; i < player_amount; i++) { // create map Transform map = Instantiate(Resources.Load <GameObject>(map_prefab_path), new Vector3((Statics.map_x + Statics.map_space) * i, 0, 0), transform.rotation).GetComponent <Transform>(); map_reference = map.GetComponent <Map_script>(); map_reference.id = i; // spawn and instantiate Player string player_prefab_path = "Players(ingame)/" + PlayerPrefsHandler.GetPersistentVar <string>(Statics.player_character(i), "Mage"); player = Resources.Load <GameObject>(player_prefab_path); Player p = Instantiate(player, map.transform.position + transform.up * 2, transform.rotation).GetComponent <Player>(); // set player parent p.transform.SetParent(map); // set player name p.Name = PlayerPrefsHandler.GetPersistentVar <string>(Statics.player_name(i), "Player1"); // set controller string controller = PlayerPrefsHandler.GetPersistentVar <string>(Statics.player_controller(i), "Ai"); if (controller == "Ai") { p.setController(Player_Controll.Ai); p.controller.setDifficulty(PlayerPrefsHandler.GetPersistentVar <string>(Statics.ai_difficulty(i), "Easy")); } else { p.setController(Player_Controll.Player); p.controller.setDifficulty(PlayerPrefsHandler.GetPersistentVar <string>(Statics.ai_difficulty(i), "Easy")); } diff_value.text = p.controller.difficulty.ToString(); // get enemyparent and init player foreach (Transform t in map.GetComponentsInChildren <Transform>()) { if (t.tag == "EnemyParent") { p.InitiatePlayer(this, t); break; } } // init camera camera_controller = map.GetComponentInChildren <Camera_Controller>(); camera_controller.setTarget(p); // init game game_controller = map.GetComponentInChildren <Game_Controller>(); game_controller.MAX_ENEMY = PlayerPrefsHandler.GetPersistentVar <int>(Statics.enemy_amount, 50); enemy_limit.text = game_controller.MAX_ENEMY.ToString(); game_controller.initiate(p); // add to list Game_List.Add(game_controller); } global_camera = FindObjectOfType <global_camera_controller>(); global_camera.initiate(); // init menu inGameMenu.enabled = false; extraQuestion.enabled = false; // get score int p1 = PlayerPrefsHandler.GetPersistentVar <int>(Statics.player_score(0), 0); int p2 = PlayerPrefsHandler.GetPersistentVar <int>(Statics.player_score(1), 0); scoreboard.text = p1 + " : " + p2; }
//--------------------------------------------------------------------- // Helpers //--------------------------------------------------------------------- public void DisablePanel() { _startCountdown.Raise(); PlayerPrefsHandler.SetTutorStateSSFSQ(true); gameObject.SetActive(false); }
public void VeganTipButtonOnClick() { _gameStart.Raise(); PlayerPrefsHandler.SetTutorStateTD(true); ShowPanel(false); }
public void GameOver(Player player) { /* * Below is fast written code to have a game for show... */ Time.timeScale = 0; gameOver = true; Text text = inGameMenu.GetComponentInChildren <Text>(); text.text = "Game Over!"; inGameMenu.enabled = true; foreach (Game_Controller game in Game_List) { game.gameOver = true; } // check who lost and set text string s = ""; if (player.health <= 0) { s = player.Name + " died!"; } else { s = player.Name + " didn't kill fast enough!"; } // add score int i = 0; int p1 = PlayerPrefsHandler.GetPersistentVar <int>(Statics.player_score(0), 0); int p2 = PlayerPrefsHandler.GetPersistentVar <int>(Statics.player_score(1), 0); if (player.map_reference.id == 0) { p2++; PlayerPrefsHandler.SetPersistentVar <int>(Statics.player_score(1), ref i, p2, true); } else { p1++; PlayerPrefsHandler.SetPersistentVar <int>(Statics.player_score(0), ref i, p1, true); } if (p1 >= match_limit) { gameOver_text.text = "Winner is " + PlayerPrefsHandler.GetPersistentVar <string>(Statics.player_name(0), s) + "\n" + " Score: " + p1 + " : " + p2; PlayerPrefsHandler.SetPersistentVar <int>(Statics.player_score(0), ref i, 0, true); PlayerPrefsHandler.SetPersistentVar <int>(Statics.player_score(1), ref i, 0, true); matchover = true; // add player won game and total wins PlayerPrefsHandler.SetPersistentVar <int>(Statics.character_wins(player.character), ref i, PlayerPrefsHandler.GetPersistentVar <int>(Statics.character_wins(player.character), 0) + 1, true); PlayerPrefsHandler.SetPersistentVar <int>(Statics.total_wins, ref i, PlayerPrefsHandler.GetPersistentVar <int>(Statics.total_wins, 0) + 1, true); } else if (p2 >= match_limit) { gameOver_text.text = "Winner is " + PlayerPrefsHandler.GetPersistentVar <string>(Statics.player_name(1), s) + "\n" + " Score: " + p1 + " : " + p2; PlayerPrefsHandler.SetPersistentVar <int>(Statics.player_score(0), ref i, 0, true); PlayerPrefsHandler.SetPersistentVar <int>(Statics.player_score(1), ref i, 0, true); matchover = true; } else { scoreboard.text = p1 + " : " + p2; gameOver_text.text = s + "\n" + " Score: " + p1 + " : " + p2; } }