public void ResetStats() { PlayerPrefController.SetHighScore(0); PlayerPrefController.SetBestTime(0); MainMenuController mainMenu = GameObject.FindObjectOfType <MainMenuController> (); mainMenu.UpdateBestScore(); }
private void Awake() { if (PlayerPrefController.GetInitialGameStatus() != 1) { PlayerPrefController.SetHighScore(0); PlayerPrefController.SetBestTime(0); PlayerPrefController.SetVolume(0.4f); PlayerPrefController.SetInitialGameStatus(1); } }
public void GameOver() { // Calculate score for this particular run and add it to the existing score int waveMultiplier = 1 + (1 / currentWave); score += (int)currentTime * waveMultiplier; // Compare score & time to current (local) high score & time if (score >= PlayerPrefController.GetHighScore()) { PlayerPrefController.SetHighScore(score); } if (Time.timeSinceLevelLoad > PlayerPrefController.GetBestTime()) { PlayerPrefController.SetBestTime((int)Time.timeSinceLevelLoad); } playerLost = true; // If the current run time was better than the last attempt (or it is run #1), player can continue if (kinGeneration > 1 && currentTime < lastKinTime) { kinAvailable = false; } else { kinAvailable = true; } lastKinTime = currentTime; // Fixing bug with camera getting stuck mid-shake if (cameraShake.shakeAmount > 0) { cameraShake.shakeAmount = 0; //cameraShake.ShakeCamera (); } playerStats.skillPoints = currentWave - 1; ResetGameGrid(); uiController.ShowGameOverScreen(kinAvailable); }