private void increment_jumps() { // increment jumps after every 4 levels // jumps are persisted // show message if nre jump count is greater than current jump count bool show_bonus = false; int level = SceneManager.GetActiveScene().buildIndex; if (level == 4 && max_jumps == 2) { show_bonus = true; } else if (level == 8 && max_jumps == 3) { show_bonus = true; } else if (level == 12 && max_jumps == 4) { show_bonus = true; } else if (level == 16 && max_jumps == 5) { show_bonus = true; } else if (level == 20 && max_jumps == 6) { show_bonus = true; } if (show_bonus) { GameObject wp = GameObject.Find("WinPanel"); wp.transform.GetChild(1).gameObject.SetActive(true); Save_game obj = new Save_game(); max_jumps = max_jumps + 1; } if (level > levels_cleared) { levels_cleared = level; } Save_game obj1 = new Save_game(); obj1.SaveFile(max_jumps, levels_cleared); }
private void Start() { // set PlayerMaterial color to true // rb.velocity = new Vector3(0, 0, forwardForce); // TrueState = Random.ColorHSV(); // FalseState = Random.ColorHSV(); Save_game obj = new Save_game(); // obj.SaveFile(6,0); obj.LoadFile();//update from saved file max_jumps = obj.get_jumps(); levels_cleared = obj.get_levels_cleared(); // Debug.Log(max_jumps); // max_jumps = 6; // hard coded for testing trueMat.SetColor("_Color", TrueState); falseMat.SetColor("_Color", FalseState); PlayerMat.SetColor("_Color", FalseState); }
// Start is called before the first frame update void Start() { Save_game obj = new Save_game(); obj.LoadFile(); levels_cleared = obj.get_levels_cleared(); Debug.Log(levels_cleared); for (int i = 1; i <= total_levels; i++) { string s = "lvl (" + i.ToString() + ")"; Image btn = GameObject.Find(s).GetComponent <Image>(); if (i <= levels_cleared + 1) { btn.sprite = unlocked; } else { btn.sprite = locked; } // Debug.Log(btn); } }