//matching game ends in seconds private IEnumerator End(int inSec) { yield return(new WaitForSeconds(inSec)); ProgressController.SaveProgress(); AppController.instance.SetState(AppEnums.ApplicationStates.StoryMap); }
void SaveProgress() { PlayerProgress currLevelProgress = new PlayerProgress( levelMode, levelNo, starPercent, timePassed, wrongTries, nextNumber, true, false ); ProgressController.SaveProgress(currLevelProgress); // If there is no level or we could not get one star, do not unlock next level. if (levelNo == levels.Count || starPercent < starPercents[0]) { UICont.DisableNextButton(); return; } // We have a next level, so unlock it. PlayerProgress nextLevelProgress = ProgressController.GetProgress(levelMode, levelNo + 1); nextLevelProgress.locked = false; ProgressController.SaveProgress(nextLevelProgress); }
private void ApplyProgress() { stay = true; AppController.instance.currentPlayer.SetGoDest(); AppController.instance.currentPlayer.CalculateProgressPercentage(); textMeshProProgressBar.text = "%" + AppController.instance.currentPlayer.ProgressPercentage /* + " Finished (" + AppController.instance.currentPlayer.LearnedItems.Count.ToString() + " of " + AppController.instance.dataController.allItemData.Length.ToString() + " words have learned)"*/; progressBarFiller.localScale = new Vector3(AppController.instance.currentPlayer.ProgressPercentage, 1, 1); ProgressController.SaveProgress(); if (AppController.instance.currentPlayer.ProgressPercentage >= 100) { gameFinishedPanel.SetActive(true); } else { gameFinishedPanel.SetActive(false); } }
public void OnPlayAgainClicked() { ProgressController.SaveProgress(); ProgressController.CreateNewPlayer(); gameFinishedPanel.SetActive(false); AppController.instance.SetState(ApplicationStates.StartMenu); Debug.Log("Restart : Old Character saved as finished, new character created to play from begin."); }
private void OnApplicationQuit() { if (currentPlayer != null) { allPlayerProgressData.lastSessionPlayerId = currentPlayer.PlayerID; Debug.Log("Saved - Last Session Id : " + allPlayerProgressData.lastSessionPlayerId); ProgressController.SaveProgress(); } else { Debug.Log("No currentPlayer Found and progress not saved."); } }