コード例 #1
0
    private void SetStatusString()
    {
        Status status = cardManager.GetGameStatus(PlayerWeapon, ComputerWeapon);

        AddToTheTotalPlayerPrefCount(PlayerPrefKeys.PlayerWeaponKey(PlayerWeapon.weapon));
        AddToTheTotalPlayerPrefCount(PlayerPrefKeys.ComputerWeaponKey(ComputerWeapon.weapon));

        if (status == Status.Win)
        {
            wins++;
            AddToTheTotalPlayerPrefCount(PlayerPrefKeys.TOTALWINS);
            StatusText.text = "You Win!";
        }
        else if (status == Status.Lose)
        {
            loses++;
            AddToTheTotalPlayerPrefCount(PlayerPrefKeys.TOTALLOSES);
            StatusText.text = "You Lost!";
        }
        else
        {
            ties++;
            AddToTheTotalPlayerPrefCount(PlayerPrefKeys.TOTALTIES);
            StatusText.text = "Tie Game!";
        }
    }
コード例 #2
0
    /// <summary>
    /// Checks to see if the game was won and the current move count is less than the recorded best for the current difficulty.
    /// If so, saves it and indicates in game that it is new.
    /// </summary>
    private void SetLeastMoves()
    {
        string leastMovesKey = PlayerPrefKeys.GetLeastMovesKey(Config.config.currentDifficulty);

        if (Config.config.gameWin)
        {
            int currentMoves = Config.config.moveCounter;
            if (!PlayerPrefs.HasKey(leastMovesKey) || currentMoves < PlayerPrefs.GetInt(leastMovesKey))
            {
                PlayerPrefs.SetInt(leastMovesKey, currentMoves);
                leastMoves.color     = Color.cyan;
                leastMovesStat.color = Color.cyan;
                leastMovesStat.text  = currentMoves.ToString();
            }
            else
            {
                leastMovesStat.text = PlayerPrefs.GetInt(leastMovesKey).ToString();
            }
        }
        else if (PlayerPrefs.HasKey(leastMovesKey))
        {
            leastMovesStat.text = PlayerPrefs.GetInt(leastMovesKey).ToString();
        }
        else
        {
            leastMovesStat.text = "NULL";
        }
    }
コード例 #3
0
    private void Awake()
    {
        if (config == null)
        {
            DontDestroyOnLoad(gameObject); //makes instance persist across scenes
            config = this;
        }
        else if (config != this)
        {
            Destroy(gameObject); //deletes copies of global which do not need to exist, so right version is used to get info from
        }

        PlayerPrefKeys.CheckKeys();
    }
コード例 #4
0
    public void ClearRecordsConfirmationButton(bool confirm)
    {
        if (confirm)
        {
            // since ResultsScript.cs detects and auto fills the very first records this is how it must be done
            foreach (string difficulty in Config.config.difficulties)
            {
                PlayerPrefs.DeleteKey(PlayerPrefKeys.GetHighScoreKey(difficulty));
                PlayerPrefs.DeleteKey(PlayerPrefKeys.GetLeastMovesKey(difficulty));
            }
        }

        confirmButton.SetActive(false);
    }
コード例 #5
0
    /// <summary>
    /// Checks to see if the current score is better than the recorded best for the current difficulty.
    /// If so, saves it and indicates in game that it is new.
    /// </summary>
    private void SetHighScore()
    {
        string highScoreKey = PlayerPrefKeys.GetHighScoreKey(Config.config.currentDifficulty);
        int    currentScore = Config.config.score;

        if (!PlayerPrefs.HasKey(highScoreKey) || currentScore > PlayerPrefs.GetInt(highScoreKey))
        {
            PlayerPrefs.SetInt(highScoreKey, currentScore);
            highScore.color     = Color.cyan;
            highScoreStat.color = Color.cyan;
            highScoreStat.text  = currentScore.ToString();
        }
        else
        {
            highScoreStat.text = PlayerPrefs.GetInt(highScoreKey).ToString();
        }
    }
コード例 #6
0
    // Start is called before the first frame update
    void Start()
    {
        lockout = true;

        PlayerPrefKeys.CheckKeys();

        // music volume
        int volume = (int)(PlayerPrefs.GetFloat(PlayerPrefKeys.musicVolumeKey) * 10);

        musicSlider.GetComponent <Slider>().value = volume;
        musicVolumeText.text = (volume * 10).ToString() + '%';

        // sound effects volume
        volume = (int)(PlayerPrefs.GetFloat(PlayerPrefKeys.soundEffectsVolumeKey) * 10);
        soundEffectsSlider.GetComponent <Slider>().value = volume;
        soundEffectsVolumeText.text = (volume * 10).ToString() + '%';

        bool isOn;

        // vibration enabled
        if (System.Boolean.TryParse(PlayerPrefs.GetString(PlayerPrefKeys.vibrationEnabledKey), out isOn))
        {
            vibrationToggle.GetComponent <Toggle>().isOn = isOn;
        }
        else
        {
            // unable to parse
            vibrationToggle.GetComponent <Toggle>().isOn = false;
        }

        // food suits enabled
        if (System.Boolean.TryParse(PlayerPrefs.GetString(PlayerPrefKeys.foodSuitsEnabledKey), out isOn))
        {
            foodSuitsToggle.GetComponent <Toggle>().isOn = isOn;
        }
        else
        {
            // unable to parse
            foodSuitsToggle.GetComponent <Toggle>().isOn = false;
        }

        lockout = false;
    }
コード例 #7
0
    //  Setup for the setup tab
    private async void SetupTheSetupData()
    {
        //  Create an empty setup
        CacheManager.SetupTab.Setup = new SetupMVC(GameObject.Find("SetupPanel").GetComponent <SetupView>());

        //  Check if a username is stored and set+load from that if so
        if (PlayerPrefs.HasKey(PlayerPrefKeys.GetKeyName(PlayerPrefKeys.KeyNamesEnum.Username)))
        {
            await CacheManager.SetupTab.Setup.LoadNewPlayerStatsAsync(PlayerPrefs.GetString(PlayerPrefKeys.GetKeyName(PlayerPrefKeys.KeyNamesEnum.Username)));
        }

        //  Load saved setups from file
        setupDictionary.Load();

        //  Trigger events for after all initial required data has been loaded
        EventManager.Instance.DataLoaded();

        //  Trigger end of UI loading to give user control
        EventManager.Instance.UILoaded();

        setupDictionary.HasUnsavedData = false;
    }
コード例 #8
0
ファイル: HighscoreHandler.cs プロジェクト: javaknight1/rps25
    // Use this for initialization
    void UpdateScores()
    {
        sessionWins.text  = GetIfAvailable(PlayerPrefKeys.SESSIONWINS).ToString();
        sessionLoses.text = GetIfAvailable(PlayerPrefKeys.SESSIONLOSES).ToString();
        sessionTies.text  = GetIfAvailable(PlayerPrefKeys.SESSIONTIES).ToString();

        totalWins.text  = GetIfAvailable(PlayerPrefKeys.TOTALWINS).ToString();
        totalLoses.text = GetIfAvailable(PlayerPrefKeys.TOTALLOSES).ToString();
        totalTies.text  = GetIfAvailable(PlayerPrefKeys.TOTALTIES).ToString();

        WeaponData topUserWeaponData = null;

        foreach (WeaponData weapon in CardManager.GetInstance().weapons)
        {
            if (topUserWeaponData == null)
            {
                topUserWeaponData = weapon;
                continue;
            }

            int maxWeaponCount     = GetIfAvailable(PlayerPrefKeys.PlayerWeaponKey(topUserWeaponData.weapon));
            int currentWeaponCount = GetIfAvailable(PlayerPrefKeys.PlayerWeaponKey(weapon.weapon));
            if (currentWeaponCount > maxWeaponCount)
            {
                topUserWeaponData = weapon;
            }
        }
        if (GetIfAvailable(PlayerPrefKeys.PlayerWeaponKey(topUserWeaponData.weapon)) > 0)
        {
            topUserWeapon.text = topUserWeaponData.weapon + " (" + GetIfAvailable(PlayerPrefKeys.PlayerWeaponKey(topUserWeaponData.weapon)) + ")";
        }
        else
        {
            topUserWeapon.text = "N/A";
        }

        WeaponData topComputerWeaponData = null;

        foreach (WeaponData weapon in CardManager.GetInstance().weapons)
        {
            if (topComputerWeaponData == null)
            {
                topComputerWeaponData = weapon;
                continue;
            }

            int maxWeaponCount     = GetIfAvailable(PlayerPrefKeys.ComputerWeaponKey(topComputerWeaponData.weapon));
            int currentWeaponCount = GetIfAvailable(PlayerPrefKeys.ComputerWeaponKey(weapon.weapon));
            if (currentWeaponCount > maxWeaponCount)
            {
                topComputerWeaponData = weapon;
            }
        }
        if (GetIfAvailable(PlayerPrefKeys.ComputerWeaponKey(topComputerWeaponData.weapon)) > 0)
        {
            topComputerWeapon.text = topComputerWeaponData.weapon + " (" + GetIfAvailable(PlayerPrefKeys.ComputerWeaponKey(topComputerWeaponData.weapon)) + ")";
        }
        else
        {
            topComputerWeapon.text = "N/A";
        }
    }
コード例 #9
0
 private void NewUsernameEntered()
 {
     EventManager.Instance.NewUsernameEntered(thisIF.text);
     PlayerPrefs.SetString(PlayerPrefKeys.GetKeyName(PlayerPrefKeys.KeyNamesEnum.Username), thisIF.text);
     PlayerPrefs.Save();
 }