void Restart() { int level = PlayerAdaptiveInfo.getCurrLevel(); //SceneManager.LoadScene (SceneManager.GetActiveScene().name); SceneManager.LoadScene(level); }
public void EndGame(string reason) { if (!isGameEnded) { Debug.Log("End reason : " + reason); PlayerAdaptiveInfo.IncreaseRestartCount(); Attempts attempt = new Attempts(); attempt.Completed = false; attempt.FailureType = reason; attempt.Level = PlayerAdaptiveInfo.getCurrLevel(); attempt.SessionId = PlayerStats.SessionDetails.SessionId; attempt.SideForce = PlayerAdaptiveInfo.adaptiveInfo.sideForce; attempt.Speed = PlayerAdaptiveInfo.adaptiveInfo.currSpeed; PlayerStats.AddAttemptData(attempt); if (reason.Equals(COLLISION)) { PlayerAdaptiveInfo.IncreaseCollisionCount(); } PlayerAdaptiveInfo.adjustSpeedOrLevel(); Debug.Log("Game Over"); isGameEnded = true; Invoke("Restart", restartDelay); //Restart (); } }
void spawnBlocks() { int level = SceneManager.GetActiveScene().buildIndex; HashSet <int> randomIndices = new HashSet <int>(); if (PlayerAdaptiveInfo.isStrictModeOn()) { while (randomIndices.Count < blocks[level]) { int randomIndex = Random.Range(0, spawnPoints.Length); randomIndices.Add(randomIndex); } } else { for (int i = 0; i < blocks [level]; i++) { int randomIndex = Random.Range(0, spawnPoints.Length); randomIndices.Add(randomIndex); } } Debug.Log("at indices " + randomIndices.Count + " level : " + level); for (int i = 0; i < spawnPoints.Length; i++) { if (randomIndices.Contains(i)) { Instantiate(blockPreFab, spawnPoints[i].position, Quaternion.identity); } } randomIndices.Clear(); }
public void LoadNextLevel() { Debug.Log("loading Next level"); PlayerAdaptiveInfo.IncreaseSpeed(); PlayerAdaptiveInfo.resetRestarts(); PlayerAdaptiveInfo.setCurrLevel(SceneManager.GetActiveScene().buildIndex + 1); SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1); }
// Use this for initialization void Awake() { if (adaptiveInfo == null) { adaptiveInfo = this; DontDestroyOnLoad(gameObject); } else if (adaptiveInfo != this) { Destroy(gameObject); } }
//public GameManager gameManager; public void StartGame() { Debug.Log("Name: " + username.text + "Age: " + Age.text); var p = new User { Name = username.text, Surname = "NA", Age = int.Parse(Age.text) }; var ds = new DataService("tempDatabase.db"); User tmp = ds.CreateGivenUser(p); PlayerStats.UserDetails = tmp; PlayerStats.CreateSession(); PlayerAdaptiveInfo.adaptiveInfo.userName = username.text; PlayerAdaptiveInfo.setCurrLevel(SceneManager.GetActiveScene().buildIndex + 1); SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1); }