public void StartPressed() { // if character unlocked! if (characterList[index].GetComponent <player_selection_script>().unlocked) { int player_amount = PlayerPrefsHandler.GetPersistentVar <int>(Statics.ai_amount, 0); string s = ""; // reset score for amount of players for (int i = 0; i < player_amount; i++) { // reset score PlayerPrefsHandler.SetPersistentVar <int>(Statics.player_score(i), ref i, 0, true); } PlayerPrefsHandler.SetPersistentVar <string>(Statics.player_name(1), ref s, "Ai_play", false); // reset score int j = 0; PlayerPrefsHandler.SetPersistentVar <int>(Statics.player_score(1), ref j, 0, false); PlayerPrefsHandler.SetPersistentVar <int>(Statics.player_score(0), ref j, 0, true); SaveCharacterSelection(); SceneManager.LoadScene(nextScene); } else { warning.text = "Can't choose this player!"; } }
public void NameUpdated() { // save Name if (name_text.text == null || name_text.text == "") { PlayerPrefsHandler.SetPersistentVar <string>(Statics.player_name(0), ref player_name, "Player" + Random.Range(1, 100), true); } else { PlayerPrefsHandler.SetPersistentVar <string>(Statics.player_name(0), ref player_name, name_text.text, true); } }
public void toggle() { if (AudioListener.volume == 0) { soundOn = true; PlayerPrefsHandler.SetPersistentVar <bool>(Statics.sound, ref soundOn, soundOn, true); AudioListener.volume = 1; } else { soundOn = false; PlayerPrefsHandler.SetPersistentVar <bool>(Statics.sound, ref soundOn, soundOn, true); AudioListener.volume = 0; } }
public void done() { int r = 0; string s = ""; // save PlayerPrefsHandler.SetPersistentVar <int>(Statics.ai_amount, ref r, Int32.Parse(ai_amount_dropdown.options[ai_amount_dropdown.value].text), false); PlayerPrefsHandler.SetPersistentVar <int>(Statics.enemy_amount, ref r, Int32.Parse(enemies_dropdown.options[enemies_dropdown.value].text), false); PlayerPrefsHandler.SetPersistentVar <string>(Statics.player_character(1), ref s, ai_char_dropdown.options[ai_char_dropdown.value].text, false); PlayerPrefsHandler.SetPersistentVar <string>(Statics.game_mode, ref s, game_mode_dropdown.options[game_mode_dropdown.value].text, false); PlayerPrefsHandler.SetPersistentVar <string>(Statics.ai_difficulty(1), ref s, diff_dropdown.options[diff_dropdown.value].text, false); PlayerPrefsHandler.SetPersistentVar <string>(Statics.ai_difficulty(0), ref s, diff_dropdown.options[diff_dropdown.value].text, true); //disable canvas.enabled = false; }
public void yes_pressed() { if (restart) { int i = 0; PlayerPrefsHandler.SetPersistentVar <int>(Statics.player_score(0), ref i, 0, true); PlayerPrefsHandler.SetPersistentVar <int>(Statics.player_score(1), ref i, 0, true); Time.timeScale = 1; SceneManager.LoadScene(2); } else { Time.timeScale = 1; SceneManager.LoadScene(0); } }
public void continue_pressed() { if (!gameOver) { inGameMenu.enabled = false; Time.timeScale = 1; } else { if (matchover) { int i = 0; PlayerPrefsHandler.SetPersistentVar <int>(Statics.player_score(0), ref i, 0, true); PlayerPrefsHandler.SetPersistentVar <int>(Statics.player_score(1), ref i, 0, true); Time.timeScale = 1; SceneManager.LoadScene(0); } else { Time.timeScale = 1; SceneManager.LoadScene(2); } } }
void Start() { Time.timeScale = 0; string s = ""; PlayerPrefsHandler.SetPersistentVar <string>(Statics.player_controller(0), ref s, Player_Controll.Player.ToString(), true); PlayerPrefsHandler.SetPersistentVar <string>(Statics.player_controller(1), ref s, Player_Controll.Ai.ToString(), true); int player_amount = PlayerPrefsHandler.GetPersistentVar <int>(Statics.player_amount, 2); // Game Mode (only have one) // string game_mode = PlayerPrefsHandler.GetPersistentVar<string>(Statics.game_mode, "1vs1"); // Create entire gameworld for (int i = 0; i < player_amount; i++) { // create map Transform map = Instantiate(Resources.Load <GameObject>(map_prefab_path), new Vector3((Statics.map_x + Statics.map_space) * i, 0, 0), transform.rotation).GetComponent <Transform>(); map_reference = map.GetComponent <Map_script>(); map_reference.id = i; // spawn and instantiate Player string player_prefab_path = "Players(ingame)/" + PlayerPrefsHandler.GetPersistentVar <string>(Statics.player_character(i), "Mage"); player = Resources.Load <GameObject>(player_prefab_path); Player p = Instantiate(player, map.transform.position + transform.up * 2, transform.rotation).GetComponent <Player>(); // set player parent p.transform.SetParent(map); // set player name p.Name = PlayerPrefsHandler.GetPersistentVar <string>(Statics.player_name(i), "Player1"); // set controller string controller = PlayerPrefsHandler.GetPersistentVar <string>(Statics.player_controller(i), "Ai"); if (controller == "Ai") { p.setController(Player_Controll.Ai); p.controller.setDifficulty(PlayerPrefsHandler.GetPersistentVar <string>(Statics.ai_difficulty(i), "Easy")); } else { p.setController(Player_Controll.Player); p.controller.setDifficulty(PlayerPrefsHandler.GetPersistentVar <string>(Statics.ai_difficulty(i), "Easy")); } diff_value.text = p.controller.difficulty.ToString(); // get enemyparent and init player foreach (Transform t in map.GetComponentsInChildren <Transform>()) { if (t.tag == "EnemyParent") { p.InitiatePlayer(this, t); break; } } // init camera camera_controller = map.GetComponentInChildren <Camera_Controller>(); camera_controller.setTarget(p); // init game game_controller = map.GetComponentInChildren <Game_Controller>(); game_controller.MAX_ENEMY = PlayerPrefsHandler.GetPersistentVar <int>(Statics.enemy_amount, 50); enemy_limit.text = game_controller.MAX_ENEMY.ToString(); game_controller.initiate(p); // add to list Game_List.Add(game_controller); } global_camera = FindObjectOfType <global_camera_controller>(); global_camera.initiate(); // init menu inGameMenu.enabled = false; extraQuestion.enabled = false; // get score int p1 = PlayerPrefsHandler.GetPersistentVar <int>(Statics.player_score(0), 0); int p2 = PlayerPrefsHandler.GetPersistentVar <int>(Statics.player_score(1), 0); scoreboard.text = p1 + " : " + p2; }
public void GameOver(Player player) { /* * Below is fast written code to have a game for show... */ Time.timeScale = 0; gameOver = true; Text text = inGameMenu.GetComponentInChildren <Text>(); text.text = "Game Over!"; inGameMenu.enabled = true; foreach (Game_Controller game in Game_List) { game.gameOver = true; } // check who lost and set text string s = ""; if (player.health <= 0) { s = player.Name + " died!"; } else { s = player.Name + " didn't kill fast enough!"; } // add score int i = 0; int p1 = PlayerPrefsHandler.GetPersistentVar <int>(Statics.player_score(0), 0); int p2 = PlayerPrefsHandler.GetPersistentVar <int>(Statics.player_score(1), 0); if (player.map_reference.id == 0) { p2++; PlayerPrefsHandler.SetPersistentVar <int>(Statics.player_score(1), ref i, p2, true); } else { p1++; PlayerPrefsHandler.SetPersistentVar <int>(Statics.player_score(0), ref i, p1, true); } if (p1 >= match_limit) { gameOver_text.text = "Winner is " + PlayerPrefsHandler.GetPersistentVar <string>(Statics.player_name(0), s) + "\n" + " Score: " + p1 + " : " + p2; PlayerPrefsHandler.SetPersistentVar <int>(Statics.player_score(0), ref i, 0, true); PlayerPrefsHandler.SetPersistentVar <int>(Statics.player_score(1), ref i, 0, true); matchover = true; // add player won game and total wins PlayerPrefsHandler.SetPersistentVar <int>(Statics.character_wins(player.character), ref i, PlayerPrefsHandler.GetPersistentVar <int>(Statics.character_wins(player.character), 0) + 1, true); PlayerPrefsHandler.SetPersistentVar <int>(Statics.total_wins, ref i, PlayerPrefsHandler.GetPersistentVar <int>(Statics.total_wins, 0) + 1, true); } else if (p2 >= match_limit) { gameOver_text.text = "Winner is " + PlayerPrefsHandler.GetPersistentVar <string>(Statics.player_name(1), s) + "\n" + " Score: " + p1 + " : " + p2; PlayerPrefsHandler.SetPersistentVar <int>(Statics.player_score(0), ref i, 0, true); PlayerPrefsHandler.SetPersistentVar <int>(Statics.player_score(1), ref i, 0, true); matchover = true; } else { scoreboard.text = p1 + " : " + p2; gameOver_text.text = s + "\n" + " Score: " + p1 + " : " + p2; } }
private void SaveCharacterSelection() { PlayerPrefsHandler.SetPersistentVar <string>(Statics.player_character(0), ref character_name, current_character.ToString(), true); }