public GameplayTrackingData StartTracking() { _gameplayTrackingData = new GameplayTrackingData(); SetupTrackingData(); AddEventListeners(); return _gameplayTrackingData; }
public void Init(GameplayTrackingData gameplayTrackingData) { _baseNumberOfKeepPlaying = GameplaySettings.Instance.NumberOfKeepPlaying; _gameplayTrackingData = gameplayTrackingData; GameplayEventsDispatcher.Instance.OnOutOfLives += OnOutOfLivesHandler; GameplayEventsDispatcher.Instance.OnTimeUp += OnTimeUpHandler; }
public void DisplayGameOverData(GameplayTrackingData gameplayTrackingData) { _gameplayTrackingData = gameplayTrackingData; _scoreLabel.text = _gameplayTrackingData.Score.ToString(); GameplayTrackingData highScore = HighScoreManager.Instance.GetHighScore(_gameplayTrackingData.GameplayMode); if (highScore != null) { _bestScoreLabel.text = "Best: " + highScore.Score; } else { _bestScoreLabel.gameObject.SetActive(false); } _currencyGainLabel.text = _gameplayTrackingData.CollectedCurrency.ToString() + "Coins"; }
public void Init(int startingLives, GameplayTrackingData gameplayTrackingData) { _isActive = true; _gameplayTrackingData = gameplayTrackingData; GameplayEventsDispatcher.Instance.OnChromieDropped += OnChromieDroppedHandler; GameplayEventsDispatcher.Instance.OnGameOver += OnGameOverHandler; GameplayEventsDispatcher.Instance.OnKeepPlaying += OnKeepPlayingHandler; _startingLives = startingLives; _maxLives = _startingLives; _currentLives = _startingLives; GameplayEventsDispatcher.SendLiveUpdate(_maxLives, _currentLives, 0); _hitIndicatorPrefab = Resources.Load("HitIndicator") as GameObject; if (_hitIndicatorPrefab == null) { Debug.LogError("ERROR - Hit Indicator could not be found in resources!"); } }
// Use this for initialization IEnumerator Start() { #if UNITY_EDITOR GameSetupManager.Instance.Init(); #endif Physics2D.gravity = new Vector2(0, -9.81f * GameplaySettings.Instance.GameSpeedMultiplier); _gameplayTrackingData = this.gameObject.AddComponent<GameplayTrackingManager>().StartTracking(); yield return 0f; Timing.RunCoroutine(PrepareGame()); }