// Use this for initialization void Start() { // Singleton Behaviour if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } DontDestroyOnLoad(gameObject); // TODO TESTING Inventory = new List <int> (); Collected = new Dictionary <int, int> (); // { { 2, 3 }, { 4, 1 }, { 6, 2 }, { 9, 0 }, { 10, 1 }, { 11, 2 }, { 18, 2 } }; RecipesUnlocked = new Dictionary <int, int> (); // {{1, 1}, {4, 0}}; Stats = new List <int>() { 0, 0, 0 }; SU = GameObject.FindGameObjectWithTag("ShopUnlocked").GetComponent <ShopUnlocked> (); }
// Use this for initialization void Start() { // Singleton Behaviour if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } DontDestroyOnLoad(gameObject); Debug.Log("shop start"); shopUnlockedList = new List <int> () { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; // Linking IC = GameObject.FindGameObjectWithTag("InventoryController").GetComponent <InventoryController>(); // Shop Upgrades // 0-2 Opens 1 more crate // 3 unlocks casino scog lotto // 4 luck tweaked // 5 retro game // 6 unlocks player 1 z ground // 7 achievement (cali or bust) // 8 secondary shop int numUpgrades = 9; // TODO increase }
// Shop Upgrades // 1-3 Opens 1 more crate // 4 unlocks casino scog lotto // 5 luck tweaked // 6 retro game // 7 unlocks player 1 z ground // 8 achievement (cali or bust) // 9 secondary shop // Use this for initialization void Start() { UpgradeList = new List <GameObject> (); SU = GameObject.FindGameObjectWithTag("ShopUnlocked").GetComponent <ShopUnlocked> (); SC = GameObject.FindGameObjectWithTag("Currency").GetComponent <ShopCurrency> (); IC = GameObject.FindGameObjectWithTag("InventoryController").GetComponent <InventoryController> (); SetupUpgrades(); }
// Use this for initialization void Start() { btn = GetComponent <Button> (); btn.onClick.AddListener(OpenP1DG); // Disable if not unlocked from shop ShopUnlocked SU = GameObject.FindGameObjectWithTag("ShopUnlocked").GetComponent <ShopUnlocked>(); // Casino upgrade is 3 if (SU.CheckUpgrades(6) < 1) { Destroy(transform.parent.gameObject); } }
// Use this for initialization void Start() { Button btn = GetComponent <Button> (); btn.onClick.AddListener(ChangeScene); // Disable if not unlocked from shop ShopUnlocked SU = GameObject.FindGameObjectWithTag("ShopUnlocked").GetComponent <ShopUnlocked>(); // Retro upgrade is 5 if (SU.CheckUpgrades(5) < 1) { Destroy(transform.parent.gameObject); } }
// Use this for initialization void Start() { // Singleton Behaviour if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } DontDestroyOnLoad(gameObject); IC = GameObject.FindGameObjectWithTag("InventoryController").GetComponent <InventoryController> (); SU = GameObject.FindGameObjectWithTag("ShopUnlocked").GetComponent <ShopUnlocked> (); Load(); }
// Update is called once per frame void Update() { // Spinlock lol not really if (!IC) { IC = GameObject.FindGameObjectWithTag("InventoryController").GetComponent <InventoryController> (); } if (!SU) { SU = GameObject.FindGameObjectWithTag("ShopUnlocked").GetComponent <ShopUnlocked> (); } if (counter >= limit) { Save(); counter = 0; } counter += Time.deltaTime; }
private void Update() { if (!SteamManager.Initialized) { return; } if (!m_bRequestedStats) { // Is Steam Loaded? if no, can't get stats, done if (!SteamManager.Initialized) { m_bRequestedStats = true; return; } // If yes, request our stats bool bSuccess = SteamUserStats.RequestCurrentStats(); // This function should only return false if we weren't logged in, and we already checked that. // But handle it being false again anyway, just ask again later. m_bRequestedStats = bSuccess; } if (!m_bStatsValid) { return; } // Spin until it is linked if (IC == null) { IC = GameObject.FindGameObjectWithTag("InventoryController").GetComponent <InventoryController> (); } if (SU == null) { SU = GameObject.FindGameObjectWithTag("ShopUnlocked").GetComponent <ShopUnlocked> (); } // Get info from sources // Evaluate achievements foreach (Achievement_t achievement in m_Achievements) { if (achievement.m_bAchieved) { continue; } switch (achievement.m_eAchievementID) { case Achievement.ACH_TON: if (IC.getNumberOpened() >= 50) { UnlockAchievement(achievement); } break; case Achievement.ACH_SOME: if (IC.getNumberOpened() >= 150) { UnlockAchievement(achievement); } break; case Achievement.ACH_WHALE: if (IC.getNumberOpened() >= 1500) { UnlockAchievement(achievement); } break; case Achievement.ACH_DOUBLE: if (IC.getHowManyToOpen() >= 2) { print("unlocked"); UnlockAchievement(achievement); } break; case Achievement.ACH_TRIPLE: if (IC.getHowManyToOpen() >= 3) { UnlockAchievement(achievement); } break; case Achievement.ACH_QUAD: if (IC.getHowManyToOpen() >= 4) { UnlockAchievement(achievement); } break; } } //Store stats in the Steam database if necessary if (m_bStoreStats) { // already set any achievements in UnlockAchievement // set stats SteamUserStats.SetStat("NumGames", m_nTotalGamesPlayed); SteamUserStats.SetStat("NumWins", m_nTotalNumWins); SteamUserStats.SetStat("NumLosses", m_nTotalNumLosses); SteamUserStats.SetStat("FeetTraveled", m_flTotalFeetTraveled); SteamUserStats.SetStat("MaxFeetTraveled", m_flMaxFeetTraveled); // Update average feet / second stat SteamUserStats.UpdateAvgRateStat("AverageSpeed", m_flGameFeetTraveled, m_flGameDurationSeconds); // The averaged result is calculated for us SteamUserStats.GetStat("AverageSpeed", out m_flAverageSpeed); bool bSuccess = SteamUserStats.StoreStats(); // If this failed, we never sent anything to the server, try // again later. m_bStoreStats = !bSuccess; } }