//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * New Method: Save Preference //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ protected void SavePreference() { if (m_bSavePreference) { SavedPreferenceTool.SaveInt(m_sSavedKeyPreference, SelectedIndex); } }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * New Method: On Challenge Finish //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ private void OnChallengeFinish() { // Show Results? bool bShowResults = m_eChallengeActivity == ChallengeActivity.CHALLENGE_MODE; // Was Challenge Mode? Then we can update the feathers as needed if (bShowResults && !TutorialManager_Base.TutorialOpened) { ChallengeGameScoreManager.ScoreResult eScoreResult = ChallengeGameScoreManager.GetScoreResult(Mathf.CeilToInt(sm_fScore * 100.0f)); int iChallengeScore = (eScoreResult == ChallengeGameScoreManager.ScoreResult.TERRIBLE) ? 0 : (eScoreResult == ChallengeGameScoreManager.ScoreResult.OKAY) ? 1 : (eScoreResult == ChallengeGameScoreManager.ScoreResult.GOOD) ? 2 : 3; int iCompletionCount = SavedPreferenceTool.GetInt(m_ePlaylistTrack.ToString() + "_FeatherCount", 0); if (iChallengeScore > iCompletionCount) { ChallengeFeathersInfo.NewlyObtainedFeathers = (iChallengeScore - iCompletionCount); SavedPreferenceTool.SaveInt(m_ePlaylistTrack.ToString() + "_FeatherCount", iChallengeScore); // Save to the Challenge itself, now you'll see these feathers light up when in the challenge select! ChallengeFeathersInfo.AccumulatedFeathers += ChallengeFeathersInfo.NewlyObtainedFeathers; // Add to the total accumulated Feathers } else { ChallengeFeathersInfo.NewlyObtainedFeathers = 0; } } // Stop Active Challenge! m_rGameManager.StopChallenge(bShowResults); StopBackingTrack(); }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * New Method: Set Instrument Mode //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ private void SetInstrumentMode(InstrumentMode eMode) { if (m_eCurrentInstrumentMode != eMode) { // Disable Currently Active Instrument DisableInstrument(m_eCurrentInstrumentMode); bool bActivateTargets = m_arTambourineTargets[(int)m_eCurrentInstrumentMode].Visible; // Make the switch, saving to memory so that the app uses this same instrument next time app is loaded m_eCurrentInstrumentMode = eMode; SavedPreferenceTool.SaveInt("InstrumentMode", (int)eMode); // Activate next instrument and put it into the normal display state ActivateInstrument(eMode); ShowNormalInstrumentState(); if (bActivateTargets) { m_arTambourineTargets[(int)eMode].ShowTargets(); } else { m_arTambourineTargets[(int)eMode].HideTargets(); } } }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * New Method: Activate Game //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ private void ActivateGame() { SavedPreferenceTool.SaveInt("SeenTitleIntroSequence", 1); ButtonManager.ToggleAllButtons(true); if (m_agoGameActivationObjectsToEnable != null && m_agoGameActivationObjectsToEnable.Length > 0) { foreach (GameObject Obj in m_agoGameActivationObjectsToEnable) { if (Obj != null) { Obj.SetActive(true); } } } ProceedToNextPhase(); }