public void EndGame() { //screenManager.Toggle_RetryMenu(true); GameActive = false; Collectibles.Clear(); if (score > highscore) { highscore = score; //highScore.text = "New High\nScore:\n" + highscore.ToString(); //currScoreRetry.enabled = false; } else { //highScore.text = "High\nScore:\n" + highscore.ToString(); //currScoreRetry.enabled = true; //currScoreRetry.text = "current score: " + score.ToString(); } //Connecting to AWS servers to feed data HeatMap sessionData = new HeatMap { ID = System.Guid.NewGuid().ToString(), User = PlayerPrefs.GetString("User"), Time = System.DateTime.UtcNow.ToString(), GameType = "Abstract", Spawned = SpawnedArray, Collect = CollectArray, }; AWSMan aws = new AWSMan(); aws.CreateItem(sessionData); }
// Use this for initialization void Start() { aws = new AWSMan(); Dictionary <string, AttributeValue> lastSession = aws.LastSession(); if (lastSession != null) { foreach (AttributeValue value in lastSession["ObjectDifficultyArray"].L) { objectDifficultyArray.Add(int.Parse(value.N)); } } else { objectDifficultyArray = objectDifficultyArrayDEFAULT; } List <int> usedObjects = new List <int>(); //for (int i = 0; i < numCollectibles; i++) usedObjects.Add( //select a random cannon to fire foreach (ObjSpawn location in spawnPoints) { int objectNum = Random.Range(0, numCollectibles); while (usedObjects.Contains(objectNum)) { objectNum = Random.Range(0, numCollectibles); } usedObjects.Add(objectNum); location.Spawn(spawnObjects[objectNum]); } ObjectIndexArray.Add(nextObjectPicker()); //EndGame(); }