/// <summary> /// Get the data and initialize it /// </summary> public void Awake() { if (control == null) { DontDestroyOnLoad(gameObject); control = this; }else if (control != this) { Destroy(gameObject); } //initialize stored scores scoreLevels.SetScoreLevels(); //initialize stored unlocked levels string unlocked = PlayerPrefs.GetString(PlayerDataStoreKeys.PlayerUnlockedLevels); //if have some data, use it over the inspector data if (unlocked.Trim().Length != 0) { informationLevels.SetUnlockedLevels(unlocked.Trim()); } else { //store it string data = informationLevels.ResumeStringUnlockedLevel(); PlayerPrefs.SetString(PlayerDataStoreKeys.PlayerUnlockedLevels, data); PlayerPrefs.Save(); } if (defaultScene.name == "Not" || defaultScene.name == "") { Debug.LogWarning("Next Scene not setted, using Menu by default, please, assign an scene"); defaultScene.name = "Menu"; } }
static void Main(string[] args) { GameController manager = new GameController(); GameControllerData gameData = new GameControllerData("Home", "Guest"); manager.Create(gameData); Console.WriteLine(manager.Game); manager.Start(); Console.ReadLine(); }
/// <summary> /// Get all levels and prepare the map /// </summary> public void Awake() { _menuNavigator = GameObject.FindGameObjectWithTag(Tags.Menus).GetComponent<MenuNavigator>(); _data = GameObject.FindGameObjectWithTag(Tags.GameData).GetComponent<GameControllerData>(); _levels = new List<GameObject[]>(); _levelsindicator = new List<Indicator[]>(); _titleWorld = cameraCanvas.GetComponentInChildren<TextInternationalizationMesh>(); MeshRenderer titleRender = cameraCanvas.GetComponentInChildren<MeshRenderer>(); titleRender.sortingOrder = 100; _transformCamera = cameraCanvas.GetComponent<Transform>(); //show the world but not focus _actualLevelInfo.world = -1; _actualLevelInfo.level = -1; }
void Start() { // Get reference to audio sources _audioSources = GetComponents<AudioSource>(); //Get data game and store the next level if (Application.isPlaying) _data = GameObject.FindGameObjectWithTag(Tags.GameData).GetComponent<GameControllerData>(); }
/// <summary> /// Unity's method called when the entity is created. /// Recovers the desired componentes of the entity. /// </summary> public void Awake() { // Retrieves the components of the entity. _collider = gameObject.GetComponent<BoxCollider>(); // Retrieves the UI Reference _menuNavigator = GameObject.FindGameObjectWithTag(Tags.Menus).GetComponent<MenuNavigator>(); //Get data game and store the next level if(Application.isPlaying) _data = GameObject.FindGameObjectWithTag(Tags.GameData).GetComponent<GameControllerData>(); }