// Load the cat from a previous save public void Load() { // Load personality, stats and style personality = CatPersonality.Load(); stats = CatStats.Load(); style = CatStyle.Load(); achievements = CatAchievements.Load(); // Load cat pose Quaternion r = new Quaternion(PlayerPrefs.GetFloat("pose.r.x"), PlayerPrefs.GetFloat("pose.r.y"), PlayerPrefs.GetFloat("pose.r.z"), PlayerPrefs.GetFloat("pose.r.w")); Vector3 p = new Vector3(PlayerPrefs.GetFloat("pose.p.x"), PlayerPrefs.GetFloat("pose.p.y"), PlayerPrefs.GetFloat("pose.p.z")); gameObject.transform.SetPositionAndRotation(p, r); // TODO: color, other info Debug.Log("--- LOADED --"); Debug.Log(personality); Debug.Log(stats); Debug.Log(style); Debug.Log("-------------"); }
// Called when there is no save to generate a new random cat public void CreateNew() { // Initialize stats for a completely content cat stats = new CatStats(); // Initialize personality to random values personality = CatPersonality.RandomPersonality(); // Initialize the style to random color style = CatStyle.RandomStyle(); // Initialize no achievements achievements = new CatAchievements(); }
public override bool Unlocked(CatAchievements achievements) { return(achievements.litter_box_cleaned >= threshold); }
public virtual bool Unlocked(CatAchievements achievements) { return(false); }
public override bool Unlocked(CatAchievements achievements) { return((achievements.time_played / 60F) >= threshold); }
public override bool Unlocked(CatAchievements achievements) { return(achievements.num_brushes >= threshold); }