void Start() { // get the reference here... this.dl = DreamloLeaderBoard.GetSceneDreamloLeaderboard(); this.timeLeft = startTime; this.gs = gameState.waiting; }
private static void Init() { if (Instance) { return; } Instance = new GameObject("Leaderboard").AddComponent <DreamloLeaderBoard> (); Instance.gameObject.hideFlags = HideFlags.HideAndDontSave; }
void Start() { _ambassador = Ambassador.Instance; // This url must remain a secret, to prevent 'enhancements' to players' scores. _leaderBoard = DreamloLeaderBoard.GetSceneDreamloLeaderboard(); _leaderBoard.WebServiceUrl = _specialUrl; _leaderBoard.PrivateCode = _privateCode; _leaderBoard.PublicCode = _publicCode; }
// Use this for initialization void Start() { nextLevelButton.onClick.AddListener(() => gameManager.Openscene(NextLevel)); levelItems.Clear(); totalGoldInLevel = 0; totalValuablesInLevel = 0; if (levelRequirments == null) { Debug.LogWarning("No level Requirments found", this); } Item[] items = FindObjectsOfType <Item>(); foreach (Item i in items) { if (i.itemType == Item.ItemType.GOLD) { totalGoldInLevel += i.Value; levelItems.Add(i); } else if (i.itemType == Item.ItemType.VALUABLE) { totalValuablesInLevel += i.Value; levelItems.Add(i); } } playerController = FindObjectOfType <FirstPersonController>(); if (playerController == null) { Debug.LogError("UHHHH sorry about that boss we cant find the player"); } else { Player = playerController.gameObject; inventory = Player.GetComponent <Inventory>(); if (inventory == null) { Debug.LogError("Player has no inventory"); } } LeaderBoard = gameObject.AddComponent <DreamloLeaderBoard>(); LeaderBoard.privateCode = PublicAndPrivate.privateCode; LeaderBoard.publicCode = PublicAndPrivate.publicCode; DisplayLeaderBoard(LeaderBoardScores.Count); }
// Use this for initialization void Start() { if (_instance != null && _instance != this) { Destroy(gameObject); } else { _instance = this; } _dreamLoLB = GetComponent <DreamloLeaderBoard>(); _dreamLoLB.LoadScores(); _dreamLoLB.HighScoresLoadedHandler += OnHighScoresLoaded; //LoadScores(); DontDestroyOnLoad(gameObject); }