private void LoadLevel() { if (Level != 0 && Level != -1) { SetData_level(); //first set the data LoadPattern(); //load pattern by data we just have now pad.DeleteGrid(); pad.GenerateGrid(data.size); pad.GetComponent <MGrid>().enabled = false; //pad is not intractable first record = SaveStatus.Load().record; //set record from save for best Score value } if (Level == 20) { pattHider.SetActive(true); //panel that should hide pattern } }
void Start() { if (Application.platform == RuntimePlatform.Android) { ToggleButton(buttons[0]); btControl = BluetoothControl.Instance; x = y = 0; } globalScore = SaveStatus.Load(); buttonIds = new int[buttons.Length]; for (int i = 0; i < buttons.Length; i++) { int aux = i; buttons[i].onClick.AddListener(() => ButtonPressed(aux)); buttonIds[i] = aux; } GenerateSequence(); PlaySequence(); }
public void Check() { int count = 0; //how many tiles are correct for (int i = 0; i < data.size; i++) { for (int j = 0; j < data.size * 2; j++) { if (data.grid[i, j] == pad.Tiles[data.size - i - 1, j]) //data.size - i ---> for mirroring index in a 5X10 index (0,0) >> (4,0) { count++; } } } float p = (float)count / (data.size * (data.size * 2)); //obvious percent = p; if (percent == 1) { System.Random rand = new System.Random(); rewardPanel.SetActive(true); rewardText.text = rewardMSG[rand.Next(rewardMSG.Count)]; //random reward text if (thisRecord < record[Level] || record[Level] == -1) //check for best record >> its -1 if there is first time playing level { record[Level] = thisRecord; //change level's record to what it is now int temp = SaveStatus.Load().level; if (temp <= Level) //if we didnt play this level before so unlock next level { SaveStatus.Save(record, Level + 1); } else //if we played this level before dont lock next levels { SaveStatus.Save(record, temp); } } CheckSound.Play(); } StartCoroutine(scoreBar()); //show score in score bar }
void Awake() { score = SaveStatus.Load(); }