private void Start() { stop = false; submitName = GameObject.Find("Submit").GetComponent <NameSubmit>(); }
private void Start() { nameCheck = GameObject.Find("Submit").GetComponent <NameSubmit>(); pauseGame = GameObject.Find("GameControl").GetComponent <Pause>(); }
// Update is called once per frame void Update() { if (GameObject.Find("GameControl") != null) { time = GameObject.Find("GameControl").GetComponent <Timer>(); } if (GameObject.Find("Submit") != null) { nameCheck = GameObject.Find("Submit").GetComponent <NameSubmit>(); } if (GameObject.Find("DetectionRoomThree") != null) { lastRoom = GameObject.Find("DetectionRoomThree").GetComponent <LeavingLastRoom>(); } //if the leader goes into the maze scene from the start screen, it will access all the game object if (SceneManager.GetSceneByName("Maze").IsValid()) { check = false; mazeObjects = GameObject.FindGameObjectsWithTag("scoreKeeping"); for (var i = 0; i < mazeObjects.Length; i++) { if (mazeObjects[i].scene.name == "Maze") { //before we add the object as the child, we have to retrieve the value load = mazeObjects[i].GetComponent <LoadVariables>(); if (lastRoom.ending) { load.userName = nameCheck.userName; load.minutes = time.minutes; load.seconds = time.seconds; //if the scorekeeping exists in the hierarchy, it will become a child of the list mazeObjects[i].transform.SetParent(this.gameObject.transform); } } } } if (SceneManager.GetSceneByName("LeaderBoard").IsValid()) { rank1 = GameObject.Find("NumberOne").GetComponent <Text>(); rank2 = GameObject.Find("NumberTwo").GetComponent <Text>(); rank3 = GameObject.Find("NumberThree").GetComponent <Text>(); rank4 = GameObject.Find("NumberFour").GetComponent <Text>(); rank5 = GameObject.Find("NumberFive").GetComponent <Text>(); if (check == false) { for (var i = 0; i < mazeObjects.Length; i++) { //Debug.Log(mazeObjects[i].GetComponent<LoadVariables>().userName); string threeLetterName = mazeObjects[i].GetComponent <LoadVariables>().userName; float minute = mazeObjects[i].GetComponent <LoadVariables>().minutes; float second = mazeObjects[i].GetComponent <LoadVariables>().seconds; //sorting minutes for (var j = (i + 1); j < mazeObjects.Length; j++) { float compareMinute = mazeObjects[j].GetComponent <LoadVariables>().minutes; float compareSecond = mazeObjects[j].GetComponent <LoadVariables>().seconds; //minutes comparation if (minute > compareMinute) { GameObject temp = mazeObjects[i]; mazeObjects[i] = mazeObjects[j]; mazeObjects[j] = temp; } else if ((int)minute == (int)compareMinute) { //if the seconds are the same if (second > compareSecond) { GameObject temp = mazeObjects[i]; mazeObjects[i] = mazeObjects[j]; mazeObjects[j] = temp; } } } } if (mazeObjects.Length >= 1) { rank1.text = TextUpdate(0); } if (mazeObjects.Length >= 2) { rank2.text = TextUpdate(1); } if (mazeObjects.Length >= 3) { rank3.text = TextUpdate(2); } if (mazeObjects.Length >= 4) { rank4.text = TextUpdate(3); } if (mazeObjects.Length >= 5) { rank5.text = TextUpdate(4); } check = true; } } }