public void SaveCompletion(int score) { String currentLevel = SceneManager.GetActiveScene().name; bool InBoss = currentLevel.Contains("3"); int index; if (InBoss) { if (currentLevel.Contains("3-3")) { index = 3; } else { return; } } index = Int32.Parse(currentLevel.Substring(currentLevel.Length - 1)); LevelProgress progress = currentSave.levels[index - 1]; progress.completed = true; progress.score = (progress.score >= score) ? progress.score : score; Save(); DebugCurrentProgress(currentSave); }
void StartLevel() { CurrentLevelObject = Instantiate(Levels[0]) as GameObject; ActiveObj = Levels[0]; CurrentLevel = CurrentLevelObject.GetComponent <LevelProgress>();; ResetPlayer(); }
private void OnTriggerEnter(Collider other) { if (other.GetComponent <CharacterBehaviour>() == null) { other.gameObject.SetActive(false); GameEnums.LevelName levelName = other.transform.parent.GetComponent <PatientOnHospitalBehaviour>().LevelName; LevelProgress levelProgress = SaveManager.GetLevelProgress(levelName); if (levelProgress != null) { levelProgress.patientLeftBed = true; SaveManager.SaveProgressFile(); } else { Debug.LogError("no save file"); } } // finish game if (SaveManager.GetLevelProgress(GameEnums.LevelName.Dog) != null && SaveManager.GetLevelProgress(GameEnums.LevelName.Dog).patientLeftBed) { if (SaveManager.GetLevelProgress(GameEnums.LevelName.Robot) != null && SaveManager.GetLevelProgress(GameEnums.LevelName.Robot).patientLeftBed) { if (SaveManager.GetLevelProgress(GameEnums.LevelName.Night) != null && SaveManager.GetLevelProgress(GameEnums.LevelName.Night).patientLeftBed) { OpenVictoryCanvas(); } } } }
public void MarkCurrentLevelComplete() { LevelProgress levelProgress = gameProgress[currentWorldIndex][currentLevelIndex]; levelProgress.passed = true; WriteToSaveData(levelProgress.levelUID, (s) => s.passed = true); // unlock next level if (currentLevelIndex == levelCounts[currentWorldIndex] - 1) // final level in world, unlock next world { if (currentWorldIndex == worldCount - 1) { gameBeaten = true; } else { worldsUnlocked[currentWorldIndex + 1] = true; LevelProgress firstLevelNextWorldProgress = gameProgress[currentWorldIndex + 1][1]; firstLevelNextWorldProgress.unlocked = true; WriteToSaveData(firstLevelNextWorldProgress.levelUID, (s) => s.unlocked = true); } } LevelProgress nextLevelProgress = gameProgress[currentWorldIndex][currentLevelIndex + 1]; nextLevelProgress.unlocked = true; WriteToSaveData(nextLevelProgress.levelUID, (s) => s.unlocked = true); SaveToFile(); }
public GameObject GetGridElement(Level levelMap, LevelProgress levelProgress, List <Level> levelMaps, LevelProgressListWrapper levelProgresses, Vector3 position) { if (levelMap.IsAllwaysUnlocked || MainMenu.GetIsSchoolVersion()) { return(Instantiate(PrefabSelectable, position, PrefabSelectable.transform.rotation) as GameObject); } if (!MainMenu.GetIsFreeWorld() && !MainMenu.IsFullVersion()) { return(Instantiate(PrefabBuy, position, PrefabSelectable.transform.rotation) as GameObject); } if (levelProgress.IsCompleted) { return(Instantiate(PrefabSelectable, position, PrefabSelectable.transform.rotation) as GameObject); } if (levelProgress.IsUnLocked) { return(Instantiate(PrefabSelectable, position, PrefabSelectable.transform.rotation) as GameObject); } var levelsThatAreCompleted = levelProgresses.LevelProgress.Where(x => x.IsCompleted); if (levelsThatAreCompleted != null && levelsThatAreCompleted.Any()) { if (levelMaps.Any(x => x.UnlocksLevels != null && x.UnlocksLevels.Any(s => s == levelProgress.LevelName) && levelsThatAreCompleted.Any(v => v.LevelName == x.FileName))) { return(Instantiate(PrefabSelectable, position, PrefabSelectable.transform.rotation) as GameObject); } } return(Instantiate(PrefabLoced, position, PrefabSelectable.transform.rotation) as GameObject); }
public void Construct(LevelProgress level, Vector3 spawnPos, PathCreator path) { speed = level.Speed; transform.position = spawnPos; pathFollower.pathCreator = path; wordsAmount = (int)level.PlaneTypes; }
public static LevelProgress FromString(string s) { LevelProgress lp = new LevelProgress(); lp.SetFromString(s); return(lp); }
public static void UpdateLevelIpisMaxCount(LevelProgress currentLevel) { if (currentLevel.FinishedCount == 0 || currentLevel.FinishedCount < finishedIpis) { currentLevel.FinishedCount = finishedIpis; } }
// Update is called once per frame void Update() { if (PooProgress != null) { if (PooProgress.PooPercentageComplete() > 1f) // 100% //1.3f) { if (player != null) { player.ShitPants(); } //LoadLosingScene(); } } if (LevelProgress != null && gameDirection == Direction.RIGHT) { if (LevelProgress.ProgressPercentage() >= 1.0f) { LoadStoreScene(); } } if (LevelProgress != null && gameDirection == Direction.LEFT) { if (LevelProgress.ProgressPercentage() >= 1.0f) { LoadWinScene(); } } }
private void Start() { LevelProgress lp = SaveManager.GetLevelProgress(levelName); if (lp != null) { if (lp.patientLeftBed) { SetActive(false); _zzz.SetActive(false); this.GetComponent <MeshRenderer>().enabled = false; this.GetComponent <BoxCollider>().enabled = false; _patientModel.SetActive(false); return; } else if (lp.levelConcluded) { this.GetComponent <MeshRenderer>().enabled = false; this.GetComponent <BoxCollider>().enabled = false; SetActive(false); _zzz.SetActive(false); _patientModel.SetActive(true); _patientModel.GetComponent <Animator>().SetBool("isScared", false); _patientModel.GetComponent <Animator>().SetBool("isWalking", true); _patientModel.GetComponent <NavMeshAgent>().updateRotation = true; StartCoroutine(WaitToGoAway(1.5f)); } } }
public void Update() { BossLevelTextMesh.text = BossLevel.ToString(); if (CurrentProgress != LevelProgress.GatekeeperDefeated && Phase1DestroyedCount >= 2) { EventQueue.Instance.WaitABit(2f); EventQueue.Instance.AddAction(() => { Phase1Door.GetComponent <SmoothMoveToPosition>().enabled = true; }); EventQueue.Instance.AddFocusEvent(Phase1Door, 3, FocusMode.Slide); EventQueue.Instance.AddQuickInfoPanel(LocalizationManager.Instance.GetLocalizedValue("SomethingChanged"), 2); Phase1DestroyedCount = 0; CurrentProgress = LevelProgress.GatekeeperDefeated; //Play sound effect } /* * if(Input.GetKeyDown(KeyCode.P)) * { * GameManager.Instance.SpawnHealthPotion(); * } */ if (CurrentProgress == LevelProgress.BossDefeated) { //You won! GameManager.Instance.Gold += 200 * BossLevel; } }
public OverallProgress CreateRandomSave() { string saveName = "Atticus"; string[] files = GetFilePaths(); while (StringInFileList(saveName, files)) { saveName = RandomString(8); } OverallProgress p = new OverallProgress(); p.saveName = saveName; LevelProgress level1 = new LevelProgress(); LevelProgress level2 = new LevelProgress(); LevelProgress level3 = new LevelProgress(); level1.level = 1; level2.level = 2; level3.level = 3; p.levels = new LevelProgress[3]; p.levels[0] = level1; p.levels[1] = level2; p.levels[2] = level3; return(p); }
public static int GetLevelStarCount(LevelProgress levelProgress, Level levelMap) { if (levelProgress.IsCompleted) { return(GetLevelStarCount(levelMap, levelProgress.FinishedCount)); } return(0); }
public UserData() { _data = new GameData(); _levelProgress = new LevelProgress(); LoadData(); LoadLevelProgress(); }
//The beginning of the game void OnEnterIdle() { if (!isStartFocusAnimationPlayed) { EventQueue.Instance.AddFocusEvent(Phase1Door, 3, FocusMode.Static); CurrentProgress = LevelProgress.Started; isStartFocusAnimationPlayed = true; } }
public LevelData(LevelProgress levelProgress) { id = levelProgress.levelId; hasShownDescription = true; isStarted = true; isCompleted = levelProgress.isCompleted; mainCode = levelProgress.mainCode; codeLineCount = levelProgress.codeLineCount; }
public LevelData(LevelProgress levelProgress) { Id = levelProgress.levelId; HasShownDescription = true; IsStarted = true; IsCompleted = levelProgress.isCompleted; MainCode = levelProgress.mainCode; CodeLineCount = levelProgress.codeLineCount; }
// Start is called before the first frame update void Start() { __sr = GetComponent <SpriteRenderer>(); __stage = GetComponent <Stage>(); if (!!__sr && __stage) { __sr.sprite = LevelProgress.getCompletion(__stage.level_to_load, __stage.stage_to_load) ? stage_done : stage_undone; } }
void Start() { FindTexts(); levels = Stats.sharedInstance.input.levels; sharedInstance = this; //Store health of last level ahead of time //to use it for random level generation. lastTotalHealth = TotalHealth(4); }
public GameProgress () { mProgress = new LevelProgress[LevelCount]; int i; for (i = 0; i < LevelCount; i++) { mProgress[i] = new LevelProgress(); } for (i = 0; i < LevelCount; i++) { mPilotStats[i] = new PilotStats(i); } }
void Awake() { if (progress == null) { DontDestroyOnLoad(gameObject); progress = this; load(); } else if (progress != this) { Destroy(gameObject); } }
public void Start() { CurrentProgress = LevelProgress.Started; GameManager.Instance.OnEnterIdleState += OnEnterIdle; if (IsStartAtSpawnPoint2) { GameManager.Instance.GetPartyLeader().GetComponent <Respawn>().RespawnAllAtSpawnPoint(PhaseTwoSpawnPoint); } }
void Start() { if (GrayIfBeaten && LevelProgress.GetInstance().IsLevelBeaten(LevelName)) { GameObject checkmark = Instantiate(checkMarkPrefab, transform); checkmark.transform.parent = transform; checkmark.transform.position = checkmark.transform.position - new Vector3(0, 5f, 0); checkmark.transform.localScale = new Vector3(.25f, .25f, .25f); } }
// Loads level progresses from disk // Adds the level progress given to the list of level progress. Replaces old progress if appliicable. public void SaveLevelProgress(LevelProgress newLevelProgress) { var matchingLevelSave = levelProgresses.Find(x => x.levelID == newLevelProgress.levelID); if (matchingLevelSave != null) { levelProgresses.Remove(matchingLevelSave); } levelProgresses.Add(newLevelProgress); }
public void updateCompletionFromLevelProgress() { bool stage_done = LevelProgress.getCompletion(level_to_load, stage_to_load); if (stage_done) { // unlock neighbors __completion_status = COMPLETION.DONE; unlock_neighbors(); } }
// Returns if the given moon has been collected on the given level public bool HasMoonBeenCollected(int levelID, int moonID) { LevelProgress levelProgress = levelProgresses.Find(x => x.levelID == levelID); if (levelProgress != null) { CollectableMoonData moon = levelProgress.collectableMoonData.Find(x => x.moonID == moonID); return(moon.isCollected); } return(false); }
private IEnumerator LoadLevelSequence(LevelInfo levelInfo) { SoundManager.PlaySound(_sfxStartLevel); LevelProgress.CreateNewProgressData(levelInfo.DisplayName, levelInfo.SceneName, levelInfo.LevelRewards, levelInfo.HighestWaveDefeated); Save(); Debug.Log("--- Overworld: Exit ---"); yield return(new WaitForSeconds(_screenFader.FadeOut())); SceneManager.LoadScene(levelInfo.SceneName); }
public void Complete() { if (LevelProgress == null) { return; } LevelProgress.Complete(Time); LevelProgress.Save(); Pix.Game.GetInstance().ReportScores(); }
void Awake() { if (lP == null) { lP = this; DontDestroyOnLoad(this); } else if (this != lP) { Destroy(gameObject); } }
// Update the player's progress based on the level they just played private void UpdateGameProgress() { Debug.Log("--- Overworld : Update Game Progress ---"); // Fade in the camera _screenFader.FadeIn(); // Center the camera on the player's base (is overriden later if levelInfo is loaded) _cameraController.SetCameraPosition(_playerBase.position); // No level progress data was found var levelProgressData = LevelProgress.Data; if (levelProgressData == null) { return; } // No level info data was found var levelInfo = GetLevelInfoBySceneName(levelProgressData.SceneName); if (levelInfo == null) { return; } // Set the level as 'Complete' if it was passed and was not previously finished if (levelProgressData.LevelPassed && levelInfo.LevelState == LevelState.Unlocked) { levelInfo.CompleteLevel(); } // Add any item rewards RewardItems(levelProgressData, levelInfo); // Add resource rewards ItemProgress.AddResources(levelProgressData.Resources); // Update tower lifetime stats TowerProgress.UpdateTowerLifetimeStats(levelProgressData.TowerStats); // Update highest level defeated levelInfo.UpdateHighestWaveDefeated(levelProgressData.WavesDefeated); // Open the level finished window _windowLevelFinished.WindowOpen(levelProgressData); // Set the camera to the location of the level on the map _cameraController.SetCameraPosition(levelInfo.transform.position); // Reset the progress data after it has been used LevelProgress.ResetLevelProgress(); }
public bool MergeWith(LevelProgress other) { bool modified = false; if (other.mScore > mScore) { mScore = other.mScore; modified = true; } if (other.mStars > mStars) { mStars = other.mStars; modified = true; } return modified; }
// Use this for initialization void Awake() { if (LP) { DestroyImmediate(gameObject); } else { DontDestroyOnLoad(gameObject); LP = this; } }
public static LevelProgress FromString(string s) { LevelProgress lp = new LevelProgress(); lp.SetFromString(s); return lp; }