void OnTriggerEnter2D(Collider2D other) { if (other.gameObject.tag == "Player") { other.gameObject.GetComponent <PlayerController>().enabled = false; canvas.sortingLayerName = "UI"; storeFront.SetActive(true); Score_End.text = PlayerController.currentLevelScore.ToString(); Score_End_Best.text = GameManagerNew.playerData[SceneNumber].bestScore.ToString(); if (PlayerController.currentLevelScore > 1) { Medal_Image.sprite = Medal_One; } if (PlayerController.currentLevelScore >= 500) { Medal_Image.sprite = Medal_Two; } if (PlayerController.currentLevelScore >= 1000) { Medal_Image.sprite = Medal_Three; } // Replace old score with new score by passing level name, and stripping "level" string to leave only number //GameManager.Instance.SaveLevelProgress(Convert.ToInt32(SceneManager.GetActiveScene().name.ToString().Replace("Level", "")), PlayerController.currentLevelScore); // First check to see if this level has already been unlocked and is just being replayed if (!GameManagerNew.playerData[SceneNumber].levelPlayedBefore) { GameManagerNew.playerData[SceneNumber + 1].levelEnabled = true; } else { Debug.Log("Message from " + GetType().Name + ": This level HAS been played"); } if (GameManagerNew.playerData[SceneNumber].bestScore < Convert.ToInt32(Score_End.text)) { Debug.Log("End of level reached. Current score is greater than previous"); GameManagerNew.playerData[SceneNumber].bestScore = Convert.ToInt32(Score_End.text); } Debug.Log(Convert.ToInt32(Score_End)); // Save the player prefs GameManagerNew.SaveGameData(); } }
public void CloseErrorMessage() { ErrorMessageObject.SetActive(false); GameManagerNew.SaveGameData(); Application.Quit(); }
public void CloseGift() { GameManagerNew.SaveGameData(); GiftPanel.SetActive(false); }