Exemplo n.º 1
0
    // Start is called before the first frame update
    void Start()
    {
        stageNumber = sceneManager.GetStageNumber();
        levelNumber = sceneManager.GetLevelNumber();

        string label           = "Stage" + stageNumber.ToString() + "Level" + levelNumber.ToString() + "Unlocked";
        int    unlockCondition = PlayerPrefs.GetInt(label);

        if (levelNumber == 1)
        {
            unlockCondition = 1;
        }

        if (unlockCondition != 0)
        {
            levelButton.interactable = true;
            buttonImage.color        = Color.white;
            padlock.enabled          = false;
        }

        else
        {
            levelButton.interactable = false;
            buttonImage.color        = Color.gray;
            padlock.enabled          = true;
        }
    }
Exemplo n.º 2
0
 private void Awake()
 {
     stageNumber       = sceneManager.GetStageNumber();
     levelNumber       = sceneManager.GetLevelNumber();
     recordedLabel     = "Stage" + stageNumber + "Level" + levelNumber + "PassesRecord";
     recordedPassCount = PlayerPrefs.GetInt(recordedLabel);
 }
 private void Awake()
 {
     sceneManager = GetComponent <scenemanager_CS>();
     stageNumber  = sceneManager.GetStageNumber();
     levelNumber  = sceneManager.GetLevelNumber();
     label        = "Stage" + stageNumber + "Level" + levelNumber + "Passes";
     passCount    = PlayerPrefs.GetInt(label);
 }
Exemplo n.º 4
0
    private void Awake()
    {
        livesSystem      = GameObject.FindWithTag(playerTag).GetComponent <livesSystem_CS>();
        hallPassSystem   = GameObject.FindWithTag(playerTag).GetComponent <hallPassSystem_CS>();
        analyticsTracker = GameObject.FindWithTag(playerTag).GetComponent <analyticsTracker_CS>();
        totalDist        = Vector3.Distance(playerTransform.position, goalTransform.position);

        stageNumber = sceneManager.GetStageNumber();
        levelNumber = sceneManager.GetLevelNumber();
    }
    private void OnTriggerEnter(Collider other)
    {
        if (other.tag == obstacleTag)
        {
            //run related script to handle player lives
            livesSystem.subtractLives();

            //analytics
            int     stageNumber    = sceneManager.GetStageNumber();
            int     levelNumber    = sceneManager.GetLevelNumber();
            Vector3 playerPosition = this.transform.position;
            analyticsTracker.OnPlayerHitsObstacle(other.name, stageNumber, levelNumber, playerPosition);

            //play animations involved
            animations.PlayerGetsHit();

            //script accesses the object and runs the script associated with despawning it
            Destroy(other.gameObject);
        }

        if (other.tag == passTag)
        {
            //run related script to handle hall passes obtained
            hallPassSystem.AddHallPass();

            //script accesses the object and runs the script associated with despawning it
            fade = other.gameObject.GetComponent <fadeOut_CS>();
            fade.SetBool(true);

            other.enabled = false;

            //call related UI and Particle Animations here
        }

        if (other.tag == finishLineTag)
        {
            //tells the game that the level is finished
            mainGameplayUI.SetBool(true);

            //play animations involved
        }

        if (other.tag == customItemTag)
        {
            // call related UI and Particle Animations here
            Debug.Log("You've obtained a HAT! Got to the customize menu to see how it looks on you.");

            hatAnimation = other.gameObject.GetComponent <hatAnimation_CS>();
            hatAnimation.AddHat();
            //script accesses the object and runs the script associated with despawning it
            fade = other.gameObject.GetComponent <fadeOut_CS>();
            fade.SetBool(true);
            fade.SetPromptActive();
        }
    }
Exemplo n.º 6
0
    // Start is called before the first frame update
    void Awake()
    {
        sceneManager = GetComponent <scenemanager_CS>();
        stageNumber  = sceneManager.GetStageNumber();
        levelNumber  = sceneManager.GetLevelNumber();

        if (stageNumber == 2)
        {
            switch (levelNumber)
            {
            case 10:
                assetColor = colorOptions[4];
                break;

            case 9:
                assetColor = colorOptions[3];
                break;

            case 8:
                assetColor = colorOptions[2];
                break;

            case 7:
                assetColor = colorOptions[1];
                break;

            case 6:
                assetColor = colorOptions[0];
                break;

            case 5:
                assetColor = colorOptions[4];
                break;

            case 4:
                assetColor = colorOptions[3];
                break;

            case 3:
                assetColor = colorOptions[2];
                break;

            case 2:
                assetColor = colorOptions[1];
                break;

            default:
                assetColor = colorOptions[0];
                break;
            }

            assetMat.SetColor("_Tint", assetColor);
        }
    }