public void endSessionFinal() { playerConfig.isInGame = false; playerConfig.gold += Gold; addRewardToUser(); ConfigSaver.save(staticTransition.userID, staticTransition.userPass, playerConfig); SceneManager.LoadScene("FrontPage"); }
public void endApplication(List <Tower> towers, float Gold, float numCapturedEnemy, float Wave, float Health, Dictionary <int, int> capturedEnemy) { playerConfig.userMapConfig = getMapConfig(towers); playerConfig.userMapPath = staticTransition.pathToLevel; playerConfig.gameConfig = new float[] { Gold, numCapturedEnemy, Wave, Health }; playerConfig.capturedEnemy_duringSession = capturedEnemy; ConfigSaver.save(staticTransition.userID, staticTransition.userPass, playerConfig); SceneManager.LoadScene("FrontPage"); }
public void continueToNewGame() { playerConfig.isInGame = false; playerConfig.userMapPath = null; playerConfig.userMapConfig = null; playerConfig.gameConfig = null; ConfigSaver.save(staticTransition.userID, staticTransition.userPass, playerConfig); ToInGame(); }
public void ToFrontPage() { Time.timeScale = 1; playerConfig.isInGame = false; playerConfig.gold = Gold; ConfigSaver.save(staticTransition.userID, staticTransition.userPass, playerConfig); SceneManager.LoadScene("FrontPage"); }
public void ToFrontPageFinal() { setTimeBack(); playerConfig.userMapConfig = getMapConfig(); playerConfig.userMapPath = staticTransition.pathToLevel; print(Gold); playerConfig.gameConfig = new float[] { Gold, numCapturedEnemy, Wave, Health }; playerConfig.capturedEnemy_duringSession = capturedEnemy; ConfigSaver.save(staticTransition.userID, staticTransition.userPass, playerConfig); SceneManager.LoadScene("FrontPage"); }
//need big change //need to add discription to every nodes public void upgrade() { upgradeIndicator.SetActive(true); float timeSinceLastClick = Time.time - lastClickTime; if (timeSinceLastClick <= Double_click_interval) { print("tree#: " + (current_treeNode.nodeOfTree) + ", node#: " + (current_treeNode.rank)); upgradeIndicator.SetActive(false); playerConfig.gold -= stateCalculator.upgradeStat(current_treeNode.goldCost, current_treeNode.goldCostMultiplier, current_treeNode.nodeLevel); playerConfig.trees[currentButtonOfTree][current_treeNode.rank][0]++; upgradePage.GetComponent <textHandler>().setValue(playerConfig.gold); playerConfig.trees[currentButtonOfTree][current_treeNode.rank][1] = current_treeNode.upgradeDisplay; ConfigSaver.save(staticTransition.userID, staticTransition.userPass, playerConfig); upgradePage.getNewPlayerConfig(); if (playerConfig.gold < current_treeNode.priceDisplay) { upgradeButton.interactable = false; } if (current_treeNode.rank == 0) { if (currentTree != upgradePage.allTrees[0].GetComponent <Tree>() && currentTree != upgradePage.allTrees[1].GetComponent <Tree>()) { if (current_treeNode.nodeLevel >= 1) { upgradeButton.interactable = false; } } } } lastClickTime = Time.time; StatRefresh(); }
public void ToInGame() { if (playerConfig.isInGame == false) { playerConfig.isInGame = true; playerConfig.userMapPath = staticTransition.pathToLevel; playerConfig.gameConfig = new float[] { 10, 0, 0, 10 }; ConfigSaver.save(staticTransition.userID, staticTransition.userPass, playerConfig); staticTransition.pathToLevel = path; gameObject.SetActive(false); staticTransition.isNewGame = true; SceneManager.LoadScene("InGame"); } else { isGameStartedPrompt.SetActive(true); } }
public static void playerInitiation(string Username, string password) { string saveFile = playinitPathPrefix + Username + ".txt"; PlayerConfig config = new PlayerConfig(); config.Username = Username; config.Password = password; config.isInGame = false; config.userMapPath = null; config.userMapConfig = null; config.gameConfig = null; config.capturedEnemy_duringSession = new Dictionary <int, int>(); config.allCapturedEnemy = new Dictionary <int, int>(); config.gold = 200; //first value in the list is level, second is increment //first four elements of tower are the same config.trees = new Dictionary <int, float[][]> { { //utility 0, new float[][] { new float[] { 1, 1 }, //inGame_life new float[] { 1, 1 } //inGame_gold } }, { //general upgrade 1, new float[][] { new float[] { 1, 0 }, //general_damage new float[] { 1, 0 }, //general_range new float[] { 1, 0 }, //general_atk_speed new float[] { 1, 0 } //general_effect } }, { //first tower 2, new float[][] { new float[] { 0, 0 }, new float[] { 1, 0 }, //damage new float[] { 1, 0 }, //range new float[] { 1, 0 }, //atk_speed new float[] { 1, 0 } //effect } }, { //second tower 3, new float[][] { new float[] { 0, 0 }, new float[] { 1, 0 }, new float[] { 1, 0 }, new float[] { 1, 0 }, new float[] { 1, 0 } } }, { //third tower 4, new float[][] { new float[] { 0, 0 }, new float[] { 1, 0 }, new float[] { 1, 0 }, new float[] { 1, 0 }, new float[] { 1, 0 } } }, { //fourth tower 5, new float[][] { new float[] { 0, 0 }, new float[] { 1, 0 }, new float[] { 1, 0 }, new float[] { 1, 0 }, new float[] { 1, 0 } } }, { //fifth tower 6, new float[][] { new float[] { 0, 0 }, new float[] { 1, 0 }, new float[] { 1, 0 }, new float[] { 1, 0 }, new float[] { 1, 0 } } }, { //sixth tower 7, new float[][] { new float[] { 0, 0 }, new float[] { 1, 0 }, new float[] { 1, 0 }, new float[] { 1, 0 }, new float[] { 1, 0 } } } }; ConfigSaver.save <PlayerConfig>(saveFile, config); }