// saves the game settings public void SaveSettings() { // uses the metric logger to save the settings MetricsLogger prefLog = new MetricsLogger(); // adjusts the volume // TODO: maybe move this function or put it into this game settings file. SettingsInterface.AdjustVolume(); // Saving Content to Fle // sets the logger file prefLog.SetLoggerFile(FILE_NAME); // TODO: add function to metrics to see if the file exists. // see what happens if the file isn't there. // adds the contents // master volume prefLog.AddMetricToLogger(LBL_MASTER_VOL, masterVolume); // bgm volume prefLog.AddMetricToLogger(LBL_BGM_VOL, bgmVolume); // sound effects prefLog.AddMetricToLogger(LBL_SFX_VOL, sfxVolume); // saves the data prefLog.SaveMetrics(); }
// completes a step, which pops it off of the queue. public void CompleteStep() { // if there are no steps if (steps.Count == 0) { OnCompleteList(); } Step doneStep = steps[currentStep]; doneStep.OnStepCompletion(); // if the step should be destroyed. // if (destroySteps) // Destroy(doneStep); currentStep++; // stepsCompleted++; // list is completed. if (currentStep >= steps.Count) { OnCompleteList(); } else // if there are still steps remaining. { steps[currentStep].OnStepActivation(); } // lap if (timer != null) { // splits the time timer.SplitTime(); // logs the metric if (logMetrics) { logger.AddMetricToLogger("STEP" + (currentStep), timer.GetSplitAtIndex(timer.GetSplitAmount() - 1)); } } }