void SaveHighScore(float score) { //create a variable to hold the current high score float currentHighScore; //check if we have a saved high score if (PlayerPrefs.HasKey("HighScore")) { //if we do save it to our holder variable currentHighScore = PlayerPrefs.GetFloat("HighScore"); } //if we don't, set our holder variable to the max value //for an int. We do this so that we have a current high score is //initialized but the value will always be higher than the players //score else { currentHighScore = int.MaxValue; } //if our current high score is greater (lower time is better) //than our score we update the saved high score if (currentHighScore > score) { #if UNITY_METRO //if we are on Windows 8.1 we call our Share function //and update our Live Tile WindowsGateway.ShareHighScore(); UpdateTile(score); #endif PlayerPrefs.SetFloat("HighScore", score); } }
void OnGUI() { #region LOGIN KEYBOARD if (mLoginState == LoginState.Default) { // Only show the Login Success message when LoginState.Default mode. if (isLoginSuccess) { GUI.Label(new Rect(xCancelBtn, INPUT_OFFSET, WELCOME_LABEL_WIDTH, INPUT_HEIGHT), successMessage, mGUIStyleLabel); } if (GUI.Button(new Rect(xLoginBtn, INPUT_OFFSET, INPUT_WIDTH, INPUT_HEIGHT), INPUT_BTN_LOGIN, mGUIStyleBtnInput)) { mLoginState = LoginState.LoginAndCancel; if (mKeyboard == null) { mKeyboard = TouchScreenKeyboard.Open("", TouchScreenKeyboardType.Default, true, false, false, false); mKeyboard.active = true; } else if (!mKeyboard.active) { mInputUserName = ""; mKeyboard.active = true; } } } else if (mLoginState == LoginState.LoginAndCancel) { //mInputUserName = GUI.TextField(new Rect(xTextField, INPUT_OFFSET, TEXTFIELD_WIDTH, INPUT_HEIGHT), mInputUserName, 16, mGUIStyleTextField); GUI.Label(mRectTextField, mInputUserName, mGUIStyleTextField); if (!isMouseDownOnInputField && !mKeyboard.active && mRectTextField.Contains(Event.current.mousePosition) && Input.GetMouseButtonDown(0)) { isMouseDownOnInputField = true; } if (GUI.Button(new Rect(xLoginBtn, INPUT_OFFSET, INPUT_WIDTH, INPUT_HEIGHT), INPUT_BTN_CONFIRM, mGUIStyleBtnInput)) { // TODO: Check database for login information. // RETURN: When user confirms login, check login information is correct isLoginSuccess = true; successMessage = "Welcome, " + mInputUserName + "!"; mLoginState = LoginState.Default; } if (GUI.Button(new Rect(xCancelBtn, INPUT_OFFSET, INPUT_WIDTH, INPUT_HEIGHT), INPUT_BTN_CANCEL, mGUIStyleBtnInput)) { mLoginState = LoginState.Default; } } #endregion // LOGIN KEYBOARD if (GUI.Button(new Rect(xPos, yPos, BUTTON_SIZE, BUTTON_SIZE), "", mGUIStyleBtnPlay)) { WindowsGateway.OnClickPlay(); Application.LoadLevel("Level"); } }
void OnGUI() { if (GUI.Button(new Rect(xPos, yPos, BUTTON_SIZE, BUTTON_SIZE), "", m_GUIStyleBtn)) { Debug.Log("Press Play"); Application.LoadLevel("Level"); WindowsGateway.OnClickPlay(); } }
void Start() { _version = MyPlugin.WindowsPlugin.Instance.GetAppVersion(); _score = GameObject.Find("Score").GetComponent <Score>(); InitialiseSound(); #if UNITY_WINRT && !UNITY_EDITOR WindowsGateway.Initialize(); WindowsGateway.UnityLoaded(); #endif }