public string EndGameDialog() { PlayerMeta player = BaseSaver.GetPlayer(); GameMeta game = BaseSaver.GetGame(); Unit.FactionType faction = player.faction; World world = player.world; string returnStr = "Congratulations! You have completed the campaign for faction: " + faction.ToString() + "!"; List <World> unlockedWorldsLst = new List <World>(game.unlockedWorlds); if (world != World.candy) { List <Unit.FactionType> unlockedFactionLst = new List <Unit.FactionType>(game.unlockedFactions); switch (faction) { case Unit.FactionType.Human: if (!unlockedWorldsLst.Contains(World.mountain)) { unlockedWorldsLst.Add(World.mountain); unlockedFactionLst.Add(Unit.FactionType.Egypt); returnStr += "\n\n Unlocked faction: " + Unit.FactionType.Egypt.ToString() + "!"; } break; case Unit.FactionType.Egypt: if (!unlockedWorldsLst.Contains(World.pyramid)) { unlockedWorldsLst.Add(World.pyramid); unlockedFactionLst.Add(Unit.FactionType.Cthulhu); returnStr += "\n\n Unlocked faction: " + Unit.FactionType.Cthulhu.ToString() + "!"; } break; case Unit.FactionType.Cthulhu: if (!unlockedWorldsLst.Contains(World.candy)) { unlockedWorldsLst.Add(World.candy); returnStr += "\n\n Unlocked world: " + World.candy.ToString() + "!"; } break; } game.unlockedFactions = unlockedFactionLst.ToArray(); game.unlockedWorlds = unlockedWorldsLst.ToArray(); } else { if (!unlockedWorldsLst.Contains(World.final)) { unlockedWorldsLst.Add(World.final); } returnStr += "\n\n The world has been saved! Your accomplishments have been logged in the annals history."; } BaseSaver.PutGame(game); HighScoreMeta.SaveCurrentScore(); //Reset the current save now that the factions / worlds have been unlocked and highscores saved BaseSaver.ResetAtSave(); return(returnStr); }
// Start is called before the first frame update public void ResetSave() { HighScoreMeta.SaveCurrentScore(); BaseSaver.ResetAtSave(); SceneManager.LoadScene("MainScene"); }
// Start is called before the first frame update public void ResetSave() { BaseSaver.ResetAtSave(); SceneManager.LoadScene("MainScene"); }
public void ResetAtSave(string save) { BaseSaver.PutSave(save); BaseSaver.ResetAtSave(); Refresh(); }