public void Update_me() { if (my_game_master == null) { if (game_master.game_master_obj) { my_game_master = (game_master)game_master.game_master_obj.GetComponent("game_master"); } } if (my_game_master.show_star_score) { my_stars.GetChild(0).GetComponent <TextMeshProUGUI>().text = my_game_master.stars_total_score[my_game_master.current_profile_selected].ToString(); } if (!my_game_master.infinite_lives) { my_lives.GetChild(2).GetComponent <TextMeshProUGUI>().text = my_game_master.current_lives[my_game_master.current_profile_selected].ToString(); lives_timer.gameObject.SetActive(my_game_master.CheckIfStatExtraliveCountdown()); if ((my_game_master.continue_rule_selected == game_master.continue_rule.continue_cost_a_continue_token) && (!my_game_master.my_ads_master.ads_when_continue_screen_appear.this_ad_is_enabled)) { my_tokens.GetChild(0).GetComponent <TextMeshProUGUI>().text = my_game_master.current_continue_tokens[my_game_master.current_profile_selected].ToString(); } } my_virtual_money.GetChild(0).GetComponent <TextMeshProUGUI>().text = my_game_master.current_virtual_money[my_game_master.current_profile_selected].ToString("N0"); }
public void Select_this_profile(int profile_slot) { if (profile_slot != my_game_master.current_profile_selected) { if (!my_game_master.infinite_lives) { my_game_master.Check_if_interrupt_countdown(); } my_game_master.current_profile_selected = profile_slot; PlayerPrefs.SetInt("last_profile_used", my_game_master.current_profile_selected); my_manage_menu_uGUI.update_world_and_stage_screen = true; my_game_master.Load(my_game_master.current_profile_selected); //check countdown my_game_master.timerStatus = game_master.TimerStatus.Off; my_game_master.CheckIfStatExtraliveCountdown(); Show_current_slot_selected(); } }
public void Update_lives(int live_variation) { bool dead = false; if (my_game_master) { if (!my_game_master.infinite_lives) { my_game_master.current_lives[my_game_master.current_profile_selected] += live_variation; if (show_debug_messages) { Debug.Log("lives = " + my_game_master.current_lives[my_game_master.current_profile_selected]); } if (my_game_master.current_lives[my_game_master.current_profile_selected] > my_game_master.live_cap) { my_game_master.current_lives[my_game_master.current_profile_selected] = my_game_master.live_cap; } else if (my_game_master.current_lives[my_game_master.current_profile_selected] <= 0) { my_game_master.current_lives[my_game_master.current_profile_selected] = 0; dead = true; } else { dead = false; } lives_timer.gameObject.SetActive(my_game_master.CheckIfStatExtraliveCountdown()); my_game_master.Save(my_game_master.current_profile_selected); if (dead) { my_game_master.InterrupCurrentCountDown(); if (my_game_master.lose_lives_selected == game_master.lose_lives.in_game) { if (my_game_master.continue_rule_selected != game_master.continue_rule.never_continue) { //ask if you want continue if (my_game_master.my_ads_master.ads_when_continue_screen_appear.this_ad_is_enabled) { my_continue_window.Start_me_with_ad(my_game_master.my_ads_master.ads_when_continue_screen_appear); } else { my_continue_window.Start_me(); } } else { //ultimate lose Defeat(); } } else if (my_game_master.lose_lives_selected == game_master.lose_lives.when_show_lose_screen) { if (my_game_master.continue_rule_selected != game_master.continue_rule.never_continue) { //ask if you want continue if (my_game_master.my_ads_master.ads_when_continue_screen_appear.this_ad_is_enabled) { my_continue_window.Start_me_with_ad(my_game_master.my_ads_master.ads_when_continue_screen_appear); } else { my_continue_window.Start_me(); } } } } else { //player continue to play from check point in this state or after new live animation, etcetera... //these behavior are managed from yours scripts and not from this generic gui system } lives_count.text = my_game_master.current_lives[my_game_master.current_profile_selected].ToString(); lose_screen_lives_count.text = my_game_master.current_lives[my_game_master.current_profile_selected].ToString(); } } else { if (show_debug_warnings) { Debug.LogWarning("You must start the game from Home scene in order to keep track of lives"); } } }