public void SaveAndExit() { //not seem to save between plays on the test in unity wonder if will work when build it PlayersPrefsManager.SetMasterVolume(volumeSlider.value); PlayersPrefsManager.SetDifficulty(difficultySlider.value); levelManager.LoadLevel("Start Menu"); }
// Update is called once per frame void Update() { musicManager.SetVolume(volumeSlider.value); // Debug.Log("OC set difficulty to " + difficultySlider.value); PlayersPrefsManager.SetDifficulty(difficultySlider.value); Debug.Log("OC set difficulty to " + difficultySlider.value); }
public void LoadLastLevel() { string lastLevel; lastLevel = PlayersPrefsManager.GetLastLevel(); SceneManager.LoadScene(lastLevel); resetStatics(); //if levelmanager not persist this may not happen //Debug.Log("I reset statics following loading a level"); }
void OnTriggerEnter2D() { //reseting the static just incase Spawner.roughAdjustmentAllSpawnRates = 1f; string thisLevel = SceneManager.GetActiveScene().name; PlayersPrefsManager.SetLastLevel(thisLevel); levelManager.LoadLevel("03b_Lose"); }
void Start() { difficulty = PlayersPrefsManager.GetDifficulty(); if (difficulty > 2f && difficultyUpdatedThisLevel == false) { roughAdjustmentAllSpawnRates += UptheDifficulty(); Debug.Log("have I upped the initial roughadjustment " + roughAdjustmentAllSpawnRates); difficultyUpdatedThisLevel = true; } }
void OnLevelWasLoaded(int level) { AudioClip thisLevelMusic = levelMusicChangeArray[level]; Debug.Log("Playing clip" + levelMusicChangeArray[level]); if (thisLevelMusic) { // i made below up does it work cant tell without deleting playerprefs //im setting on initialisation of the music the music to the volume previously set and if it has never been set to a default //need to add one to the start button in start menu to initiallise difficults as default or preset too //if ( PlayersPrefsManager.GetMasterVolume() != null) //float hasAMasterVolumeBeenAsigned = PlayersPrefsManager.GetMasterVolume(); //if ( hasAMasterVolumeBeenAsigned != null){ //if ( PlayersPrefsManager.GetMasterVolume() != nul 3f){ if (PlayersPrefsManager.GetMasterVolume() != null) { audioSource.volume = PlayersPrefsManager.GetMasterVolume(); } else { audioSource.volume = 0.5f; } audioSource.clip = thisLevelMusic; audioSource.loop = true; audioSource.Play(); } /*my attempt * int thisLevel = SceneManager.GetActiveScene().buildIndex; * * if (indexCheck != thisLevel){ * indexCheck = thisLevel; * AudioSource music = levelMusicChangeArray[indexCheck]; * music.Play();} * */ }
private void DifficultyAdjustment() { //altering star value oldColor = starText.color; Debug.Log("Stars unmodified " + stars); starsFloat = stars; difficulty = PlayersPrefsManager.GetDifficulty(); starModifierPercent = 0.2f - difficulty * 0.1f; starsFloat += starsFloat * starModifierPercent; stars = (Mathf.RoundToInt(starsFloat / 5)) * 5; //stars = (Mathf.RoundToInt(starsFloat/10f))*10; Debug.Log("Timer: difficulty = " + difficulty + " StarModifierPercent = " + starModifierPercent + " Starsfloat = " + starsFloat + " stars = " + stars); // would be nice to reduce gnome and trophy cost but not sure how to find those objects as all dropped in two places one for cost one to make; }
// Use this for initialization void Start() { slider = GetComponent <Slider>(); audioSource = GetComponent <AudioSource>(); levelManager = GameObject.FindObjectOfType <LevelManager>(); int thisLevel = SceneManager.GetActiveScene().buildIndex; // Debug.Log("this is level " + SceneManager.GetActiveScene().name + " index " + SceneManager.GetActiveScene().buildIndex + " Im unlocking " + thisLevel); PlayersPrefsManager.Unlocklevel(thisLevel); FindYouWin(); winLabel.SetActive(false); //timeLeft = startTime; //UpdateSlider(timeLeft); }
void Start() { ///ahh still no idea why i can grab the button component //i have named a script button will try rename it thisButton = this.GetComponent <Button>(); thisButton.interactable = false; levelManager = GameObject.FindObjectOfType <LevelManager>(); //this.gameObject.SetActive(false); //interactable would be better but cant seem to get hold of it //build order is one more than the level code //turning my text into code so dont need to rely on public variable, cutting string or using the name of this object or tag //may have to do above if start using level names mytextLvlName = this.GetComponent <Text>(); levelNameInt = int.Parse(mytextLvlName.text); buildLvlEquivalent = levelNameInt + 1; //Debug.Log("from available level ... my level button text is " + levelNameInt + " that is build equivalent " + buildLvlEquivalent); levelAvailable = PlayersPrefsManager.IsLevelUnlocked(buildLvlEquivalent); if (levelAvailable) { thisButton.interactable = true; } }
/* works wanted to try something else * private void UptheDifficulty(){ * * //gets called every time there is a spawner * //want the first to do it for all of them * * * //I want each lane to increase rate from 0 to 2% this is 10% increase over all so may be a bit nasty * * * float increaseToLaneDifficulty = ((difficulty - 2f) /10f); * roughAdjustmentAllSpawnRates = 1 + increaseToLaneDifficulty; * //Debug.Log("Starting release rate increased to " + roughAdjustmentAllSpawnRates + " on top of all later changes"); * difficultyUpdatedThisLevel = true; * * } */ public float UptheDifficulty() { difficulty = PlayersPrefsManager.GetDifficulty(); //cant get defender spawner to call this method //I want each lane to increase rate from 0 to 2% this is 10% increase over all so may be a bit nasty if (difficulty > 2f) { float difficultySpawnIncrement = ((difficulty - 2f) / 10f); //Debug.Log("Starting release rate increased to " + roughAdjustmentAllSpawnRates + " on top of all later changes"); //Debug.Log("Spawner says the difficulty is " + difficulty + " and is returning " + difficultySpawnIncrement); return(difficultySpawnIncrement); } else { // Debug.Log("Spawner says the difficulty is " + difficulty + " and is returning " + 0f); return(0f); } }
// Use this for initialization void Start() { musicManager = GameObject.FindObjectOfType <MusicManager>(); volumeSlider.value = PlayersPrefsManager.GetMasterVolume(); difficultySlider.value = PlayersPrefsManager.GetDifficulty(); }