private int[] highScoresArray = new int[10]; // Array with ten high scores

    // Use this for initialization
    void Start()
    {
        //Gets high score array
        highScoresArray = PlayerPrefsX.GetIntArray("HighScoreArray");
        //Gest scores from ScoresCounter class
        totalPoints.text = ScoresCounter.score.ToString();
        //Calculate the total points for the game over screen
        totalPoints.text = int.Parse(totalPoints.text).ToString();
        //Parses points to int
        score = int.Parse(totalPoints.text);
        //Checks if the score is higher then the last element in the array
        if (score > highScoresArray[9])
        {
            for (int i = 0; i < 10; i++)        //Loops the array to add a high score
            {
                if (score > highScoresArray[i]) //Check if score is higher then the pleace in array that is in
                {
                    for (int j = 9; j > i; j--) //Scores go down by one in the array
                    {
                        highScoresArray[j] = highScoresArray[j - 1];
                    }//End of for
                    highScoresArray[i] = score;//Found the pleace in the array
                    break;//Found the pleace so it won't look for more
                } //End of if
            }     //End of for loop
        }         //End of if

        PlayerPrefsX.SetIntArray("HighScoreArray", highScoresArray);//Adds result to the high score array
    }//End of start method
Esempio n. 2
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    void Start()
    {
        highScoresArray       = PlayerPrefsX.GetIntArray("HighScoreArray");
        gainedPointsText.text = PointsManager.points.ToString();

        GameManager = GameObject.Find("GameManager");
        extraLifesBonusText.text = (GameManager.GetComponent <CarDurabilityManager>().lifes *everyExtraLifeBonus).ToString();

        if ((PlayerCar = GameObject.FindWithTag("Player")) != null)
        {
            if (PlayerCar.GetComponent <PlayerCarMovement>().durability == PlayerCar.GetComponent <PlayerCarMovement>().maxDurability)
            {
                noCollisionBonusText.text = noCollisionBonus.ToString();
            }
        }
        altogetherPointsText.text = (int.Parse(gainedPointsText.text) + int.Parse(extraLifesBonusText.text) + int.Parse(noCollisionBonusText.text)).ToString();

        score = int.Parse(altogetherPointsText.text);
        if (score > highScoresArray[9])
        {
            for (int i = 0; i < 10; i++)
            {
                if (score > highScoresArray[i])
                {
                    for (int j = 9; j > i; j--)
                    {
                        highScoresArray[j] = highScoresArray[j - 1];
                    }
                    highScoresArray[i] = score;
                    break;
                }
            }
        }
        PlayerPrefsX.SetIntArray("HighScoreArray", highScoresArray);
    }
    private void addSort()
    {
        int    index  = 0;
        int    temp   = 0;
        int    temp2  = currentScore;
        string tempS1 = "";
        string tempS2 = nameInput.text;

        for (int i = userArray.Length - 1; i >= 0; i--)
        {
            if (temp2 < scoreArray [i])
            {
                break;
            }
            index = i;
        }
        for (int i = index; i < userArray.Length; i++)
        {
            temp           = scoreArray [i];
            tempS1         = userArray [i];
            scoreArray [i] = temp2;
            userArray [i]  = tempS2;
            temp2          = temp;
            tempS2         = tempS1;
        }
        PlayerPrefsX.SetStringArray("userArray", userArray);
        PlayerPrefsX.SetIntArray("scoreArray", scoreArray);
    }
Esempio n. 4
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    public static void startNewGame()
    {
        int[] area = { 0, 1, 2 };
        int   rand = (int)Random.Range(0, 2);
        int   temp;

        for (int j = 0; j < 10; j++)
        {
            for (int i = 2; i > 0; i--)
            {
                rand       = (int)Random.Range(0, 2);
                temp       = area[rand];
                area[rand] = area[i];
                area[i]    = temp;
            }
        }
        int area1 = (int)Random.Range((int)1, (int)11);
        int area2 = (int)Random.Range((int)1, (int)11);
        int area3 = (int)Random.Range((int)1, (int)11);

        bool[] doneArea = { false, false, false };

        PlayerPrefsX.SetIntArray("areaGame", area);
        PlayerPrefs.SetInt("area1Key", area1);
        PlayerPrefs.SetInt("area2Key", area2);
        PlayerPrefs.SetInt("area3Key", area3);
        PlayerPrefsX.SetBoolArray("areaDone", doneArea);
        PlayerPrefsX.SetBool("saved", false);
    }
Esempio n. 5
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    void Start()
    {
        /* for(var i =0;i<highscore.Length;i++){
         *  if(setScore.score>highscore[i]){
         *      if(i>0 &&highscore[i-1]>=setScore.score){
         *          break;
         *      }
         *
         *      highscore[i] = setScore.score;
         *      break;
         *  }
         * } */
        if (!highscore.Contains(Scoring.Score))
        {
            for (var i = 0; i < highscore.Length; i++)
            {
                newHigh[i] = highscore[i];
            }
            newHigh[5] = Scoring.Score;
            Array.Sort(newHigh, (x, y) => y.CompareTo(x));
            Array.Resize(ref newHigh, newHigh.Length - 1);

            PlayerPrefsX.SetIntArray("highscores", newHigh);
        }
    }
Esempio n. 6
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    // resets all required persistent data for a new game
    public void ResetData()
    {
        int[] resetArray = new int[4];
        PlayerPrefsX.SetIntArray(Convert.ToString(SavedVariables.sonicSlashUpgrades), resetArray);
        PlayerPrefsX.SetIntArray(Convert.ToString(SavedVariables.whirlingTidesUpgrades), resetArray);
        PlayerPrefsX.SetIntArray(Convert.ToString(SavedVariables.divineProtectionUpgrades), resetArray);
        PlayerPrefsX.SetIntArray(Convert.ToString(SavedVariables.illuminationUpgrades), resetArray);

        // done tutorial
        PlayerPrefs.SetString(Convert.ToString(SavedVariables.canLoadGame), "False");
        PlayerPrefs.SetInt(Convert.ToString(SavedVariables.savedPower), 0);
        PlayerPrefs.SetInt(Convert.ToString(SavedVariables.savedShadowsTotal), 0);
        PlayerPrefs.SetInt(Convert.ToString(SavedVariables.savedSkillPoints), 0);

        PlayerPrefs.SetInt(Convert.ToString(SavedVariables.savedDimension), 1);
        PlayerPrefs.SetInt(Convert.ToString(SavedVariables.savedRealm), 1);

        dimension = PlayerPrefs.GetInt(Convert.ToString(SavedVariables.savedDimension));
        realm     = PlayerPrefs.GetInt(Convert.ToString(SavedVariables.savedRealm));

        skillPoints     = PlayerPrefs.GetInt(Convert.ToString(SavedVariables.savedSkillPoints));
        shadowsDefeated = PlayerPrefs.GetInt(Convert.ToString(SavedVariables.savedShadowsTotal));
        power           = PlayerPrefs.GetInt(Convert.ToString(SavedVariables.savedPower));


        // PlayerPrefs.SetFloat("topPower", 0);
        // PlayerPrefs.SetFloat("topDimension", 1);
        // PlayerPrefs.SetFloat("topShadowsDefeated", 0);
    }
Esempio n. 7
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 public void GiveStars(float _currentTime)
 {
     GameAnalytics.NewProgressionEvent(GAProgressionStatus.Complete, mWinCondition.level.ToString(), (int)_currentTime);//Sends a event to GameAnalytics with the time the user needed to complete the level
     if (_currentTime < time3Stars)
     {
         Singleton.instance.Stars[mWinCondition.level - 1] = 3;
         print("Three Stars");
         mWinCondition.CoinsMgr(Random.Range(20, 31));
         StartCoroutine(UnlockingStars(3));
     }
     else if (_currentTime < time2Stars)
     {
         if (Singleton.instance.Stars[mWinCondition.level - 1] < 2)
         {
             Singleton.instance.Stars[mWinCondition.level - 1] = 2;
         }
         print("Two Stars");
         mWinCondition.CoinsMgr(Random.Range(10, 21));
         StartCoroutine(UnlockingStars(2));
     }
     else if (_currentTime > time2Stars)
     {
         if (Singleton.instance.Stars[mWinCondition.level - 1] < 1)
         {
             Singleton.instance.Stars[mWinCondition.level - 1] = 1;
         }
         print("One Star");
         mWinCondition.CoinsMgr(Random.Range(1, 11));
         StartCoroutine(UnlockingStars(1));
     }
     PlayerPrefsX.SetIntArray("Stars", Singleton.instance.Stars);
 }
Esempio n. 8
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 //These are save and load functions for the items class.
 //This is not currently in use but will be use in the future.
 public void SaveValues()
 {
     foreach (var item in m_items)
     {
         PlayerPrefs.SetInt("NumberOfItems", item.m_amountOfItemsForPlayer);
         PlayerPrefs.SetFloat("Durability", (float)item.durability);
         PlayerPrefs.SetFloat("ValueofItem", (float)item.valueOfItem);
         PlayerPrefs.SetString("ItemName " + item.name, item.name);
         PlayerPrefs.SetString("ItemDescription", item.description);
         PlayerPrefsX.SetBool("IsDurability", item.isDurability);
         PlayerPrefsX.SetBool("IsItemStatic", item.staticItem);
         PlayerPrefsX.SetBool("ValueIsPercentage", item.isAPercentage);
         PlayerPrefsX.SetBool("IsStackable", item.isStackable);
         //Saving only one of the arrays as they are all the same but
         //will be converted to the same number after it is loaded
         PlayerPrefsX.SetStringArray("StatusNames", item.statusNames[0].ToArray());
         PlayerPrefsX.SetStringArray("TypesNames", item.typesNames[0].ToArray());
         PlayerPrefsX.SetStringArray("StatsNames", item.allStatsEffected[0].ToArray());
         //_______________________________________________________________________________
         PlayerPrefsX.SetIntArray("StatsIndex", item.m_statIndex.ToArray());
         PlayerPrefsX.SetIntArray("TypeIndex", item.typesindex.ToArray());
         PlayerPrefsX.SetIntArray("StatusIndex", item.statusIndex.ToArray());
         PlayerPrefs.Save();
     }
 }
    void Start()
    {
        this.gameObject.GetComponent <Text>().text = Points.points.ToString();

        highScoresArray = PlayerPrefsX.GetIntArray("HighScoreArray");
        score           = Points.points;

        if (score > highScoresArray[9])
        {
            for (int i = 0; i < highScoresArray.Length; i++)
            {
                if (score > highScoresArray[i])
                {
                    for (int j = highScoresArray.Length - 1; j > i; j--)
                    {
                        highScoresArray[j] = highScoresArray[j - 1];
                    }
                    highScoresArray[i] = score;
                    break;
                }
            }
        }

        PlayerPrefsX.SetIntArray("HighScoreArray", highScoresArray);
    }
Esempio n. 10
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 public void End(string name)
 {
     if (testNetwork.isConnect)
     {
         myParse.InsertScore(combo, name);
         GameObject.Find("Preload").GetComponent <Preload>().FirstInStartScene();
         Application.LoadLevel("Start");
     }
     int[]    scores = PlayerPrefsX.GetIntArray("scores");
     string[] names  = PlayerPrefsX.GetStringArray("names");
     scores[10] = combo;
     names[10]  = name;
     for (int i = 0; i < scores.Length; i++)
     {
         for (int j = i; j < scores.Length; j++)
         {
             if (scores[j] > scores[i])
             {
                 int temp = scores[j];
                 scores[j] = scores[i];
                 scores[i] = temp;
                 string temp1 = names[j];
                 names[j] = names[i];
                 names[i] = temp1;
             }
         }
     }
     PlayerPrefsX.SetIntArray("scores", scores);
     PlayerPrefsX.SetStringArray("names", names);
 }
Esempio n. 11
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    /// <summary>
    /// スコアの保存
    /// </summary>
    void SaveHighScore()
    {
        // スコアを監視
        if (creatJengaTower._layerCount <= layerScores[layerScores.Length - 1])
        {
            return;
        }
        if (creatJengaTower._replaceCount <= pieceScores[pieceScores.Length - 1])
        {
            return;
        }

        // ハイスコアが出た場合配列を更新
        layerScores[0] = creatJengaTower._layerCount;
        pieceScores[0] = creatJengaTower._replaceCount;
        for (int i = 1; i < layerScores.Length - 1; i++)
        {
            layerScores[i] = layerScores[i + 1];
            pieceScores[i] = pieceScores[i + 1];
        }

        var unsortedScores = layerScores;

        Array.Sort(layerScores, (a, b) => b - a);

        // 配列を保存
        PlayerPrefsX.SetIntArray("LayerScores", layerScores);
        PlayerPrefsX.SetIntArray("PieceScores", pieceScores);
        PlayerPrefs.Save();
    }
    private void OnTriggerStay(Collider other)
    {
        if (other.gameObject.tag == "AttackerBody" && !OnceAddScene)
        {
            if (LoadName != "")
            {
                // PlayerPrefsx.("AttackerSpeed",other.gameObject.GetComponentInParent<CharacterData>().Speed);

                PlayerPrefsX.SetIntArray("DefenderData", GetComponent <CharacterData>().CharData);
                PlayerPrefsX.SetIntArray("AttackerData", other.gameObject.GetComponentInParent <CharacterData>().CharData);

                GameManagerAll._instance.AttackerData = GetComponent <CharacterData>().CharData;
                GameManagerAll._instance.DefenderData = other.gameObject.GetComponentInParent <CharacterData>().CharData;

                // SceneManage.instace.load(LoadName);
                // SceneManage.instace.UnLoad("try");
            }
            if (UnloadName != "")
            {
                //  StartCoroutine(DelayTime());
            }

            OnceAddScene = true;
        }
    }
Esempio n. 13
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 //When the scene is disabled for any of the mnay reasons a scene is disabled, it remembers everything it should so when the game is loaded again it has the correct data
 protected virtual void OnDisable()
 {
     tileID = id.ToArray();
     PlayerPrefsX.SetIntArray(" " + character.gameFile + "TilesToRemove", tileID);
     PlayerPrefs.SetInt(" " + character.gameFile + "FacingLeft", character.isFacingLeft ? 1 : 0);
     PlayerPrefs.SetString(" " + character.gameFile + "LoadGame", SceneManager.GetActiveScene().name);
 }
    void Start()
    {
        if (PlayerPrefsX.GetIntArray("TablicaWynikow", 0, 10)[0] == 0)
        {
            int[] TablicaWynikow = new int[10] {
                0, 0, 0, 0, 0, 0, 0, 0, 0, 0
            };

            PlayerPrefsX.SetIntArray("TablicaWynikow", TablicaWynikow);
        }

        if (PlayerPrefsX.GetStringArray("TablicaWynikowNick", "", 10)[0] == "")
        {
            string[] TablicaWynikowNick = new string[10] {
                "", "", "", "", "", "", "", "", "", ""
            };

            PlayerPrefsX.SetStringArray("TablicaWynikowNick", TablicaWynikowNick);
        }

        scena = SceneManager.GetActiveScene();
        if (scena.name != naz)
        {
            menuInGame.SetActive(false);
        }
    }
Esempio n. 15
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    public void RemoveCard()
    {
        int[] original = PlayerPrefsX.GetIntArray("PlayerCardsIDs");

        if (original.Length > 5)
        {
            List <int> iList = new List <int> ();


            for (int i = 0; i < original.Length; i++)
            {
                iList.Add(original [i]);
            }

            iList.Remove(lastCard.GetComponent <CardScript> ().CardID);

            int[] finalArray = new int[iList.Count];

            int x = 0;
            foreach (int i in iList)
            {
                finalArray [x] = i;
                x++;
            }

            PlayerPrefsX.SetIntArray("PlayerCardsIDs", finalArray);
            DeactiveCard();
            Destroy(lastCard.gameObject);
            this.gameObject.SetActive(false);
        }
    }
Esempio n. 16
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    private void Update()
    {
        float playerHeight = player.transform.position.y; //Oyuncunun Yüksekliği

        if (playerHeight > maxHeight)                     //Oyuncu Yüksekliği oyuncunun oyun içinde ulaştığı max yükseklikten büyükse
        {
            maxHeight = playerHeight;
            text.text = "Score: " + Mathf.RoundToInt(maxHeight * 10.0f); //Sağ üst kösedeki skoru güncelle
        }
        else if (playerHeight < maxHeight - 20.0f && isFall == false)    //Oyuncu Max height den 20 birim aşağı düştüyse
        {
            isFall = true;


            float MaxScore = maxHeight * 10;

            if (MaxScore > PlayerPrefs.GetFloat("MaxScore", 0))      //Skor Kırıldıysa
            {
                Debug.Log("MaxScore:" + MaxScore + " Saved");
                PlayerPrefs.SetFloat("MaxScore", MaxScore);
            }
            else
            {
                Debug.Log("MaxScore Kırılamadı Max Skor:" + PlayerPrefs.GetFloat("MaxScore", 0) + " , Sizin Skor:" + MaxScore);
            }

            int[] testarray = new int[] { 1, 3, 5, 7, 9 };
            PlayerPrefsX.SetIntArray("Numbers", testarray);
        }
        edgeMove();
    }
Esempio n. 17
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    public void ActiveCard()
    {
        lastCard.GetComponent <CardScript> ().SetActiveButton();
        int[] original = PlayerPrefsX.GetIntArray("SelectedCardsIDs");

        List <int> iList = new List <int>();

        for (int i = 0; i < original.Length; i++)
        {
            iList.Add(original [i]);
        }

        iList.Add(lastCard.GetComponent <CardScript> ().CardID);

        int[] finalArray = new int[iList.Count];

        int x = 0;

        foreach (int i in iList)
        {
            finalArray [x] = i;
            x++;
        }

//		int[] finalArray = new  int[original.Length + 1 ];
//
//		for(int i = 0; i < original.Length; i ++ ) {
//			finalArray[i] = original[i];
//		}

//		finalArray[finalArray.Length - 1] = lastCard.GetComponent<CardScript>().CardID;
        PlayerPrefsX.SetIntArray("SelectedCardsIDs", finalArray);
    }
Esempio n. 18
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    public void UnlockLevel(string nameWorld, int indexLevel)
    {
        var tempListLockLevel = PlayerPrefsX.GetIntArray("levelLocked" + nameWorld).ToList();

        tempListLockLevel.Remove(indexLevel);
        PlayerPrefsX.SetIntArray("levelLocked" + nameWorld, tempListLockLevel.ToArray());
    }
Esempio n. 19
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    public void DeactiveCard()
    {
        lastCard.GetComponent <CardScript> ().SetDesativeButton();
        int[] original = PlayerPrefsX.GetIntArray("SelectedCardsIDs");

        List <int> iList = new List <int>();

        for (int i = 0; i < original.Length; i++)
        {
            iList.Add(original [i]);
        }

        iList.Remove(lastCard.GetComponent <CardScript> ().CardID);

        int[] finalArray = new int[iList.Count];

        int x = 0;

        foreach (int i in iList)
        {
            finalArray [x] = i;
            x++;
        }

        PlayerPrefsX.SetIntArray("SelectedCardsIDs", finalArray);
    }
Esempio n. 20
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    public void EndGame()
    {
        bool newHighScore = false;
        int  tempScore    = 0;
        int  nextScore    = 0;

        highScores = PlayerPrefsX.GetIntArray("scores");
        PlayerPrefs.SetInt("orderInScore", 99);
        for (int i = 0; i < highScores.Length; i++)
        {
            if (newHighScore == false)
            {
                if (MyScore >= highScores [i])
                {
                    newHighScore   = true;
                    tempScore      = highScores [i];
                    highScores [i] = MyScore;
                    PlayerPrefs.SetInt("orderInScore", i);
                }
            }
            else
            {
                nextScore      = highScores [i];
                highScores [i] = tempScore;
                tempScore      = nextScore;
            }
        }
        PlayerPrefsX.SetIntArray("scores", highScores);
    }
Esempio n. 21
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    /// <summary>
    /// Saves the player's recent score so it can be displayed in the end
    /// screen. Also checks if the score should be in the player's top five
    /// scores.
    /// </summary>
    public void SaveScore()
    {
        // Save recent score
        PlayerPrefs.SetInt(scoreKey, int.Parse(scoreDisplay.text));
        int recentScore = PlayerPrefs.GetInt(scoreKey);

        List <int> highscores = new List <int>(PlayerPrefsX.GetIntArray(highscoresKey, 0, 5));

        // Check if recent score has beaten any previous scores
        for (int i = 0; i < highscores.Count; i++)
        {
            if (recentScore > highscores[i])
            {
                highscores.Insert(i, recentScore);
                break;
            }
        }

        // Remove any scores not in the top five
        for (int i = 5; i < highscores.Count;)
        {
            highscores.RemoveAt(maxNumScores);
        }

        // Save list of high scores
        PlayerPrefsX.SetIntArray(highscoresKey, highscores.ToArray());
    }
Esempio n. 22
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    private void InitPrefs(bool reset = false)
    {
        bool [] levelsAvailable = PlayerPrefsX.GetBoolArray("levelsAvalable");
        if (levelsAvailable.Length == 0 || reset)
        {
            levelsAvailable = new bool[maxLevels];
            bool [] levelsCompleted = new bool[maxLevels];
            bool [] levelsVisited   = new bool[maxLevels];
            int []  levelsStars     = new int[maxLevels];

            for (int i = 0; i < maxLevels; i++)
            {
                levelsAvailable[i] = (i == 0);
                levelsCompleted[i] = false;
                levelsVisited[i]   = false;
                levelsStars[i]     = 0;
            }
            PlayerPrefsX.SetBoolArray("levelsAvalable", levelsAvailable);
            PlayerPrefsX.SetBoolArray("levelsCompleted", levelsCompleted);
            PlayerPrefsX.SetBoolArray("levelsVisited", levelsVisited);
            PlayerPrefsX.SetIntArray("levelsStars", levelsStars);

            PlayerPrefs.SetInt("currentLevel", 0);
        }

        if (!PlayerPrefs.HasKey("currentLevel"))
        {
            PlayerPrefs.SetInt("currentLevel", 0);
        }
    }
    public void Yes1000()
    {
        if (bitwallet.playerBitWallet >= 1000)
        {
            isunlocked = true;
            bitwallet.playerBitWallet = bitwallet.playerBitWallet - 1000;
            PlayerPrefs.SetInt("BitWallet", bitwallet.playerBitWallet);
            bit1000.gameObject.SetActive(false);
            enoughBits.gameObject.SetActive(true);



            unlocknumber = PlayerPrefs.GetInt("CharacterUnlock");
            characterManager.characterAcquired[unlocknumber] = unlocknumber;
            PlayerPrefsX.SetIntArray("BitBotsUnlocked", characterManager.characterAcquired);

            //Clear Data

            /*for(int i = 1; i <= 42; i++){
             *
             *      characterManager.characterAcquiredlist[i] = 0;
             *      PlayerPrefsX.SetIntArray("Bots", characterManager.characterAcquiredlist);
             *
             * }*/
        }
        else
        {
            isunlocked = false;
            bit1000.gameObject.SetActive(false);
            not_enough_bits.gameObject.SetActive(true);
        }
    }
Esempio n. 24
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    // Returns true if the arrow to start the next level has to be canceled
    public bool SetStars(int starsNum, int level)
    {
        MenuManager.Instance._countUseGame = 1;
        PlayerPrefs.SetInt("CountOpenGame", MenuManager.Instance._countUseGame);

        if (starsNum > StarsForLevel[level - 1])
        {
            _starsCollected = _starsCollected - StarsForLevel[level - 1] + starsNum;
            PlayerPrefs.SetInt("StarsCollected", _starsCollected);

            StarsText.text           = "" + _starsCollected;
            StarsForLevel[level - 1] = starsNum;

            for (int i = 0; i < StarsForLevel.Length; i++)
            {
                PlayerPrefsX.SetIntArray("StarsForLevels", StarsForLevel);
            }

            LevelStars[starsNum - 1].SetActive(true);

            if (_starsCollected == 21)
            {
                UnlockNewLevel(7);
                return(false);
            }

            if (level == 7)
            {
                return(true);
            }
        }

        return(false);
    }
Esempio n. 25
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    // Use this for initialization
    void Start()
    {
        temp = new int[10];
        Camera.main.gameObject.GetComponent <AudioSource> ().loop = true;
        Camera.main.gameObject.GetComponent <AudioSource> ().clip = bgMusic;
        Camera.main.gameObject.GetComponent <AudioSource> ().Play();

        for (int i = 0; i < 10; i++)
        {
            temp[i] = Random.Range(1, 22);
        }

        if (PlayerPrefsX.GetIntArray("PlayerCardsIDs").Length <= 0)
        {
            PlayerPrefsX.SetIntArray("PlayerCardsIDs", temp);
            if (temp.Length < 15)
            {
                PlayerPrefsX.SetIntArray("SelectedCardsIDs", temp);
            }
            Debug.Log(PlayerPrefsX.GetIntArray("SelectedCardsIDs").Length);
        }
        else
        {
            if (PlayerPrefsX.GetIntArray("PlayerCardsIDs").Length > 0 || PlayerPrefsX.GetIntArray("PlayerCardsIDs").Length <= 15)
            {
                PlayerPrefsX.SetIntArray("SelectedCardsIDs", PlayerPrefsX.GetIntArray("PlayerCardsIDs"));
            }
            temp = empty;
        }

        PlayerPrefs.SetString("Tutorial", "True");
    }
Esempio n. 26
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    public void ModifyFilterSettings()
    {
        if (!initialised)
        {
            return;
        }
        settingsList.Clear();
        foreach (Transform child in transform)
        {
            if (child.gameObject.GetComponent <Toggle>().isOn)
            {
                settingsList.AddRange(child.gameObject.GetComponent <EntitiesList>().codesList);

                PlayerPrefs.SetInt(child.name, 1);
                Debug.Log("setting " + child.name + " to active");
            }
            else
            {
                PlayerPrefs.SetInt(child.name, 0);
                Debug.Log("setting " + child.name + " to inactive");
            }
        }
        int[] settingsArray = settingsList.ToArray();
        PlayerPrefsX.SetIntArray("EntitiesCodes", settingsArray);
        Debug.Log(settingsArray.Length);
    }
Esempio n. 27
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    public void DeactiveCard()
    {
        if (PlayerPrefsX.GetIntArray("SelectedCardsIDs").Length > 15)           // VERIFICA SE TEM PELO MENOS 15 CARTAS SELECIONADAS
        {
            activebutton.sprite = activeFalse;
            isactivebutton      = false;
            int[] original = PlayerPrefsX.GetIntArray("SelectedCardsIDs");

            List <int> iList = new List <int> ();

            for (int i = 0; i < original.Length; i++)
            {
                iList.Add(original [i]);
            }

            iList.Remove(CardID);

            int[] finalArray = new int[iList.Count];

            int x = 0;
            foreach (int i in iList)
            {
                finalArray [x] = i;
                x++;
            }

            PlayerPrefsX.SetIntArray("SelectedCardsIDs", finalArray);
        }
    }
Esempio n. 28
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    public void DoAction()
    {
        movementScript.KillMovement();
        movementScript.enabled = false;

        endLevelCanvas.SetActive(true);
        pedestrianCollissionText.text = GUIController.instance.pedestrianCollissionText.text;
        wallCollissionsText.text      = GUIController.instance.wallCollissionsText.text;
        resetsText.text   = GUIController.instance.resetsText.text;
        currentScore.text = GUIController.instance.currentScore.text;
        if (fallScore != null)
        {
            fallScore.text = GUIController.instance.fallText.text;
        }
        PlayerPrefs.SetInt(lastScoreName, Convert.ToInt32(currentScore.text));
        int[] lastScores = PlayerPrefsX.GetIntArray(levelName, 0, 10);
        for (int i = lastScores.Length - 1; i > 0; i--)
        {
            lastScores[i] = lastScores[i - 1];
        }
        lastScores[0] = Convert.ToInt32(currentScore.text);
        PlayerPrefsX.SetIntArray(levelName, lastScores);
        PlayerPrefs.Save();
        GameController.instance.endLevel = true;
    }
Esempio n. 29
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 public void SaveAndExit()
 {
     PlayerPrefsX.SetIntArray("staff", selected.ToArray());
     PlayerPrefs.SetInt("capital", capital);
     //PlayerPrefsX.Save();
     SceneManager.LoadScene(4);
 }
Esempio n. 30
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 void SaveScore(int score)
 {
     // 取得
     int[] scores = PlayerPrefsX.GetIntArray(KEY); //[0,0,0]
     scores = Add(scores, score);                  // 新しい得点を追加
     Debug.Log(string.Join(",", scores));          // 配列の要素を,区切りのstring型で表示する
     PlayerPrefsX.SetIntArray(KEY, scores);        // 保存
 }