// Use this for initialization void Start() { P1.text = StopWatch.Convert(PlayerPrefManagement.GetBestPhase(1)); P2.text = StopWatch.Convert(PlayerPrefManagement.GetBestPhase(2)); P3.text = StopWatch.Convert(PlayerPrefManagement.GetBestPhase(3)); P4.text = StopWatch.Convert(PlayerPrefManagement.GetBestPhase(4)); P5.text = StopWatch.Convert(PlayerPrefManagement.GetBestPhase(5)); }
void Start() { rawTime = StopWatch.time; timeString = StopWatch.Convert(rawTime); finalTime = this.GetComponent <Text> (); finalTime.text = timeString; phaseNum = GameManagement.phaseNum; titleText.text = "Phase " + phaseNum + " Complete!"; bestTime = false; HandleFinalTime(); Selection.UnlockConditions(); bool nextPhaseUnlocked = true; int maxPhase = 5; int idx = 0; for (int i = 2; i <= maxPhase && nextPhaseUnlocked; i++) { if (PlayerPrefManagement.Unlocked(i)) { idx = i; } else { nextPhaseUnlocked = false; } } if (idx != 0 && !PlayerPrefManagement.HasShownUnlockText(idx)) { phaseUnlocked.text = "Phase " + idx + " Unlocked!"; PlayerPrefManagement.MarkUnlockTextShown(idx); } else { phaseUnlocked.text = ""; } }