/// <summary> /// When we catch an MMGameEvent, we do stuff based on its name /// </summary> /// <param name="gameEvent">Game event.</param> public virtual void OnMMEvent(MMGameEvent gameEvent) { switch (gameEvent.EventName) { case "Save": MMAchievementManager.SaveAchievements(); break; /* * // These are just examples of how you could catch a GameStart MMGameEvent and trigger the potential unlock of a corresponding achievement * case "GameStart": * MMAchievementManager.UnlockAchievement("theFirestarter"); * break; * case "LifeLost": * MMAchievementManager.UnlockAchievement("theEndOfEverything"); * break; * case "Pause": * MMAchievementManager.UnlockAchievement("timeStop"); * break; * case "Jump": * MMAchievementManager.UnlockAchievement ("aSmallStepForMan"); * MMAchievementManager.AddProgress ("toInfinityAndBeyond", 1); * break;*/ } }
/// <summary> /// On Awake, loads the achievement list and the saved file /// </summary> protected virtual void Awake() { // we load the list of achievements, stored in a ScriptableObject in our Resources folder. MMAchievementManager.LoadAchievementList(); // we load our saved file, to update that list with the saved values. MMAchievementManager.LoadSavedAchievements(); }
/// <summary> /// When we catch an MMGameEvent, we do stuff based on its name /// </summary> /// <param name="gameEvent">Game event.</param> public virtual void OnMMEvent(MMGameEvent gameEvent) { switch (gameEvent.EventName) { case "Save": MMAchievementManager.SaveAchievements(); break; } }
/// <summary> /// Adds a menu item to enable help /// </summary> private static void EnableHelpInInspectors() { MMAchievementManager.ResetAllAchievements(); }
/// <summary> /// Asks for a reset of all the achievements in this list (they'll all be locked again, their progress lost). /// </summary> public virtual void ResetAchievements() { MMDebug.DebugLogTime("Reset Achievements"); MMAchievementManager.ResetAchievements(AchievementsListID); }
/// <summary> /// Asks for a reset of all the achievements in this list (they'll all be locked again, their progress lost). /// </summary> public virtual void ResetAchievements() { Debug.LogFormat("Reset Achievements"); MMAchievementManager.ResetAchievements(AchievementsListID); }