public void RecordDefeat(string enemyName) { for (int i = 0; i < GameManager.instance.enemiesDefeatedNames.Count; i++) { if (enemyName == GameManager.instance.enemiesDefeatedNames[i]) { //check if they have defeated gauntlet already if (GameManager.instance.enemiesDefeatedTracker[i] == true) { //already defeated gaunlet //Add anylytics of repeat beat gauntlet repeatBeatGauntletTracker.TriggerEvent(); } else { //first time defeating the gaunlet //Add anylytics beat gauntlet of enemyName beatGauntletTracker.TriggerEvent(); } GameManager.instance.enemiesDefeatedTracker[i] = true; print(enemyName + " set to true in enemiesDefeatedTracker"); } } }
// create if the player has the ingredients, optional ingredients will be used to increase quality (not yet implemented) public void Purchase() { bool canCraft = true; foreach (int ingredient in dataReference.requiredIngredients) { if (inventoryReference.stock[ingredient] <= 0) { canCraft = false; } } if (canCraft) { foreach (int ingredient in dataReference.requiredIngredients) { inventoryReference.stock[ingredient]--; } foreach (int ingredient in dataReference.optionalIngredients) { if (inventoryReference.stock[ingredient] >= 1) { inventoryReference.stock[ingredient]--; } } inventoryReference.stock[dataReference.id]++; Debug.Log("successful prep check"); success.TriggerEvent(); } else { Debug.Log("failed prep check"); fail.TriggerEvent(); } }
public void SendEvent() { FirstStar = _starCollectioner.StarsCollected[0] ? 1 : 0; SecondStar = _starCollectioner.StarsCollected[1] ? 1 : 0; ThirdStar = _starCollectioner.StarsCollected[2] ? 1 : 0; _analyticsEventTracker.TriggerEvent(); if (_starCollectioner.PreviousStarsAmount < _starCollectioner.CollectedStarsAmount) { Debug.Log("Event Triggered"); } }
// end of cooking section, set results void EndOfDay() { dayActive = false; resultsTitle.text = "Day " + dayCount + " Results"; profit = inventoryReference.gold - goldAtStartOfDay; resultsText.text = (profit) + " Gold Earned\n" + orderReference.orderCount + " Orders Fulfilled\n"; inventoryReference.ClearInventory(); Debug.Log("tri-analytic check"); profitAnalyticEvent.TriggerEvent(); orderFulfilledAnalyticEvent.TriggerEvent(); orderSkippedAnalyticEvent.TriggerEvent(); }
// purchase if the player has enough gold public void Purchase() { if (inventoryReference.gold >= dataReference.price) { inventoryReference.gold -= dataReference.price; inventoryReference.stock[dataReference.id] += dataReference.quantityPerPurchase; Debug.Log("successful buy check"); success.TriggerEvent(); } else { Debug.Log("failed buy check"); fail.TriggerEvent(); } }
public void OrderSkipped() { //Debug.Log("skip check"); //analytic event orderSkipEvent.TriggerEvent(); // skip order orderSkips++; // if still taking orders, generate new order if (activeOrders) { GenerateOrder(); } else { // set order blank title.text = ""; reward.text = ""; art.sprite = null; } }
private void ReportShotsFired() { analyticEventTrackerComponent.TriggerEvent(); shots = 0; }