Пример #1
0
    private void Update()
    {
        if (saveGame.RoomsCompleted() > PlayerPrefs.GetInt("highestRoomsInRun"))
        {
            PlayerPrefs.SetInt("highestRoomsInRun", saveGame.RoomsCompleted());
        }

        if (saveGame.DeathCount() > PlayerPrefs.GetInt("highestDeathsInRun"))
        {
            PlayerPrefs.SetInt("highestDeathsInRun", saveGame.DeathCount());
        }
    }
Пример #2
0
 //get the amount of rooms completed
 private void OnEnable()
 {
     if (GameObject.Find("GameManager").GetComponent <SaveGame>().RoomsCompleted() != -1)
     {
         this.GetComponent <TextMeshProUGUI>().text = "Rooms completed: <b>" + saveGame.RoomsCompleted() + "</b>" +
                                                      "<br>Mission failed: <b>" + saveGame.DeathCount() + "x </b>";
     }
 }
Пример #3
0
 // Update is called once per frame
 void Update()
 {
     if (GameObject.Find("GameManager").GetComponent <SaveGame>().RoomsCompleted() != -1)
     {
         this.GetComponent <TextMeshProUGUI>().text = "Rooms completed this run: <b>" + saveGame.RoomsCompleted() + "</b>" +
                                                      "<br>Missions failed this run: <b>" + saveGame.DeathCount() + "</b>" +
                                                      "<br>Total amount of rooms completed: <b>" + PlayerPrefs.GetInt("totalRoomsCompleted") + "</b>" +
                                                      "<br>Total amount of missions failed: <b>" + PlayerPrefs.GetInt("totalMissionsFailed") + "</b>" +
                                                      "<br>Total amount of missions failed: <b>" + PlayerPrefs.GetInt("totalMissionsFailed") + "</b>" +
                                                      "<br>highest amount of missions failed in one run: <b>" + PlayerPrefs.GetInt("highestDeathsInRun") + "</b>" +
                                                      "<br>highest amount of rooms in one run: <b>" + PlayerPrefs.GetInt("highestRoomsInRun") + "</b>"
         ;
     }
 }