void Start() { if (Ps_DataStore.GetUnlockedScenes() >= f_sceneNumber) { button.interactable = true; } }
void Start() { if (Ps_DataStore.GetResult() == 0) { f_text.text = "You lose"; } else { f_text.text = "You win"; } }
public void M_Interaction(Cs_Player p_player) { if (p_player.M_GetInventory().M_GetCount() > 0) { Ps_DataStore.StoreAll( p_player.transform.position, p_player.M_GetScore(), p_player.M_GetInventory().M_GetAllItems(), p_player.M_GetInventory().M_GetSize()); } }
void Awake() { button = GetComponent <Button>(); if (Ps_DataStore.GetDifficulty() == difficultyLevel) { button.interactable = false; } else { button.interactable = true; } }
void M_Fill() { string v_itemName; GameObject v_item; for (int i = 0; i < Cf_INVENTORY_SIZE; i++) { v_itemName = Ps_DataStore.GetSavedItem(i); if (v_itemName != "") { v_item = GameObject.Find(v_itemName); v_item.transform.parent = transform; v_item.transform.position = transform.position; f_count++; } } f_items = GetComponentsInChildren <Cs_Item>(); for (int i = 0; i < f_count; i++) { M_ManageIcons(i, i); } foreach (var l_item in GetComponentsInChildren <Cs_Item>()) { l_item. GetComponent <MeshRenderer>().enabled = false; } foreach (var l_item in f_worldItems.GetComponentsInChildren <Cs_Item>()) { l_item. GetComponentInChildren <SkinnedMeshRenderer>().enabled = false; l_item. GetComponent <MeshRenderer>().enabled = false; } if (f_count > 0) { M_ActivateItem(); } }
void Start() { scoreText.text = "Max Score: " + Ps_DataStore.GetSavedMaxScore(); }
void Awake() { f_inventory = GetComponentInChildren <Cs_Inventory>(); difficulty = Ps_DataStore.GetDifficulty(); Ps_DataStore.StoreResult(0); }
void M_Win() { Ps_DataStore.StoreResult(1); SceneManager.LoadScene(3); }
public void SetDifficulty() { Ps_DataStore.SetDifficulty(difficultyLevel); }
public void ClearAllData() { Ps_DataStore.ClearData(); }
void Start() { scoreText.text = "Final Score: " + Ps_DataStore.GetSavedScore(); }