public BWDataManager(AGGameIndex gameIndex, int categoryIndex, string file) { if (gameIndex == AGGameIndex.k_Beeworld_NumberSequence) { currentCategoryID = 179; currentCategory = "Number Sequence"; } else { if (categoryIndex == 0) { currentCategoryID = 178; currentCategory = "Counting Up From"; } else { currentCategoryID = 180; currentCategory = "Counting Down From"; } } CategoriesData data = CategoriesData.getSharedData(file); Hashtable numberSequenceData = data.getGameDataForIndex(gameIndex); ArrayList availableCat = (ArrayList)numberSequenceData["availableCategories"]; allLevels = (Hashtable)availableCat[categoryIndex]; #if (!MAC_PLATFORM) coreManager = new CoreDataManager(currentCategoryID); allCategoriesCoreData = coreManager.getResultDict(); currentLevel = coreManager.getCurrentLevel(); #endif fetchLevelData(); }
public BWDataManager (AGGameIndex gameIndex, int categoryIndex, string file) { if(gameIndex == AGGameIndex.k_Beeworld_NumberSequence) { currentCategoryID = 179; currentCategory = "Number Sequence"; } else { if(categoryIndex == 0) { currentCategoryID = 178; currentCategory = "Counting Up From"; } else { currentCategoryID = 180; currentCategory = "Counting Down From"; } } CategoriesData data = CategoriesData.getSharedData(file); Hashtable numberSequenceData = data.getGameDataForIndex(gameIndex); ArrayList availableCat = (ArrayList)numberSequenceData["availableCategories"]; allLevels = (Hashtable)availableCat[categoryIndex]; #if (!MAC_PLATFORM) coreManager = new CoreDataManager(currentCategoryID); allCategoriesCoreData = coreManager.getResultDict(); currentLevel = coreManager.getCurrentLevel(); #endif fetchLevelData(); }
public MADataManager(AGGameIndex gameIndex, int categoryIndex, string file) { CategoriesData data = CategoriesData.getSharedData(file); Hashtable maData = data.getGameDataForIndex(gameIndex); allLevels = (Hashtable)maData["allLevels"]; #if (!MAC_PLATFORM) coreManager = new CoreDataManager(currentCategoryID); allCategoriesCoreData = coreManager.getResultDict(); currentLevel = coreManager.getCurrentLevel(); #endif fetchLevelData(); }
public JW_DataManager(AGGameIndex gIndex, int categoryIndex, string file) { _CategoryIndex = categoryIndex; gameIndex = (int)gIndex; getSkillIDForGame(gIndex); CategoriesData data = CategoriesData.getSharedData(file); Hashtable shapesData = data.getGameDataForIndex(gIndex); ArrayList availableCat = (ArrayList)shapesData["skills"]; allLevels = (Hashtable)availableCat[categoryIndex]; //----------- Core Communication #if (!MAC_PLATFORM) coreManager = new CoreDataManager(currentSkillID); allCategoriesCoreData = coreManager.getResultDict(); currentLevel = coreManager.getCurrentLevel(); #endif }
public void fetchLevelData() { if (allLevels == null) { Debug.Log("Exception: level data not available ... something wrong with plist"); return; } #if (!MAC_PLATFORM) currentLevel = coreManager.getCurrentLevel(); #endif //if the game starts from level0 you dont need this check if (currentLevel == 0) { currentLevel = 1; } string currentLevelString = string.Format("level{0}", currentLevel); Hashtable currentLevelData = (Hashtable)allLevels[currentLevelString]; if (currentLevelData == null) { Debug.Log("Exception: not data for current level available ... trying level1 ..."); currentLevelData = (Hashtable)allLevels["level1"]; if (currentLevelData == null) { Debug.Log("Exception: not data for any level available ... terminate"); return; } } easyThreshold = GetAsFloat(currentLevelData["easyThreshold"]); hardThreshold = GetAsFloat(currentLevelData["hardThreshold"]); failEasyGoto = GetAsInt(currentLevelData["failEasyGoto"]); succeedHardGoto = GetAsInt(currentLevelData["succeedHardGoto"]); minQuestions = GetAsInt(currentLevelData["minQuestions"]); maxQuestions = GetAsInt(currentLevelData["maxQuestions"]); slotsForLevel = (ArrayList)currentLevelData["slots"]; }
public void fetchLevelData() { if (allLevels == null) { Debug.Log("Exception: level data not available ... something wrong with plist"); return; } #if (!MAC_PLATFORM) currentLevel = coreManager.getCurrentLevel(); #endif //if the game starts from level0 you dont need this check if (currentLevel == 0 && currentCategoryID != 178) { currentLevel = 1; } /* #if (MAC_PLATFORM) * currentLevel = 14; #endif */ string currentLevelString = string.Format("level{0}", currentLevel); Hashtable currentLevelData = (Hashtable)allLevels[currentLevelString]; if (currentLevelData == null) { Debug.Log("Exception: not data for current level available ... trying level1 ..."); currentLevelData = (Hashtable)allLevels["level1"]; if (currentLevelData == null) { Debug.Log("Exception: not data for any level available ... terminate"); return; } } easyThreshold = GetAsFloat(currentLevelData["easyThreshold"]); hardThreshold = GetAsFloat(currentLevelData["hardThreshold"]); failEasyGoto = GetAsInt(currentLevelData["failEasyGoto"]); succeedHardGoto = GetAsInt(currentLevelData["succeedHardGoto"]); minQuestions = GetAsInt(currentLevelData["minQuestions"]); maxQuestions = GetAsInt(currentLevelData["maxQuestions"]); numberLineMin = GetAsInt(currentLevelData["numberLineMin"]); numberLineMax = GetAsInt(currentLevelData["numberLineMax"]); showNumbers = (bool)currentLevelData["showNumbers"]; numberSequence = getNumberSequenceFromString((string)currentLevelData["numberSequence"]); ArrayList levelNumbers = (ArrayList)currentLevelData["numbers"]; #if (MAC_PLATFORM) numbersForLevel = levelNumbers; #else numbersForLevel = new ArrayList(); questionsAsked = 0; totalQuestions = 0; int questionsMastered = 0; foreach (string num in levelNumbers) { Hashtable numDict = (Hashtable)allCategoriesCoreData[num]; int qPlayed = GetAsInt(numDict["questionsPlayed"]); bool hasMastered = (bool)numDict["hasMastered"]; if (!hasMastered) { numbersForLevel.Add(num); questionsAsked += qPlayed; Debug.Log("number for level " + num); } else { questionsMastered += qPlayed; } } totalQuestions = questionsMastered + questionsAsked; #endif }
public JW_DataManager(AGGameIndex gIndex, int categoryIndex, string file) { _CategoryIndex=categoryIndex; gameIndex=(int)gIndex; getSkillIDForGame(gIndex); CategoriesData data = CategoriesData.getSharedData(file); Hashtable shapesData = data.getGameDataForIndex(gIndex); ArrayList availableCat = (ArrayList)shapesData["skills"]; allLevels = (Hashtable)availableCat[categoryIndex]; //----------- Core Communication #if (!MAC_PLATFORM) coreManager = new CoreDataManager(currentSkillID); allCategoriesCoreData = coreManager.getResultDict(); currentLevel = coreManager.getCurrentLevel(); #endif }
public void fetchLevelData() { if (allLevels == null) { Debug.Log("Exception: level data not available ... something wrong with plist"); return; } #if (!MAC_PLATFORM) currentLevel = coreManager.getCurrentLevel(); #else if (gameIndex == (int)AGGameIndex.k_NamingFruits || gameIndex == (int)AGGameIndex.k_2DShapesColors) { currentLevel = currentLevel; } else { currentLevel = 0; } #endif if (currentLevel == 0) { currentLevel = 1; //-------if the game starts from level other than 0 than you dont need this check } Debug.Log("currentLevel: " + currentLevel); string currentLevelString = string.Format("level{0}", currentLevel); Hashtable currentLevelData = (Hashtable)allLevels[currentLevelString]; if (currentLevelData == null) { Debug.Log("Exception: not data for current level available ... trying level1 ..."); currentLevelData = (Hashtable)allLevels["level1"]; if (currentLevelData == null) { Debug.Log("Exception: not data for any level available ... terminate"); return; } } easyThreshold = GetAsFloat(currentLevelData["easyThreshold"]); hardThreshold = GetAsFloat(currentLevelData["hardThreshold"]); failEasyGoto = GetAsInt(currentLevelData["failEasyGotoLevel"]); succeedHardGoto = GetAsInt(currentLevelData["succeedHardGotoLevel"]); minQuestions = GetAsInt(currentLevelData["minQuestionsOnLevel"]); maxQuestions = GetAsInt(currentLevelData["maxQuestionsOnLevel"]); availableShapes = (ArrayList)currentLevelData["available"]; questionData = (Hashtable)currentLevelData["questionData"]; sameSimilarMode = (Hashtable)questionData["same"]; differentMode = (Hashtable)questionData["different"]; countingMode = (Hashtable)questionData["counting"]; #if (MAC_PLATFORM) shapesToPlay = new ArrayList(); for (int i = 0; i < availableShapes.Count; i++) { shapesToPlay.Add(availableShapes[i]); } #else shapesToPlay = new ArrayList(); foreach (string shape in availableShapes) { Hashtable shapeDict = (Hashtable)allCategoriesCoreData[shape]; bool hasMastered = (bool)shapeDict["hasMastered"]; if (!hasMastered) { shapesToPlay.Add(shape); Debug.Log("Shapes not mastered: " + shape); } Debug.Log("All available shapes: " + shape); } #endif }