void Start() { myData = DataLogicNew.Load(); text.text = "In Quest"; if (text.text != "Failed") { // checks if he is worthy Debug.Log("daycounter " + myData.DayCounter); if (myData.DayCounter == 27) { for (int i = 0; i < (myData.QuestCompleteLog.Length / 100) - 1; i++) { bool metReqirement = false; for (int j = 0; j < 100; j++) { if (myData.QuestCompleteLog[i * 100 + j]) { metReqirement = true; } } if (!metReqirement) { text.text = "Failed"; } } } if (questConstants.questType == "Strength") { Debug.Log(myData.PreStrengthQuestLine.Length); questTypes.text = myData.PreStrengthQuestLine[myData.DayCounter]; } else if (questConstants.questType == "Charisma") { questTypes.text = myData.PreCharismaQuestLine[myData.DayCounter]; } else if (questConstants.questType == "Intelligence") { questTypes.text = myData.PreIntellectQuestLine[myData.DayCounter]; } } else { Debug.Log("Failing text"); } // setting up questing quates // img = background.GetComponent<Image>(); // img.color = Color.blue; timerText.text = (timeLeftSec - timeLeftSec % 60) / 60 + " minutes " + timeLeftSec % 60 + " seconds left"; // questTypes.text = "you are on a " + questConstants.questType + " quest!"; focused = Application.isFocused; Screen.sleepTimeout = SleepTimeout.NeverSleep; timer = 0; fingerCount = 0; isSleep = false; // text.text = "Failed"; }
void Start() { myData = DataLogicNew.Load(); ; Debug.Log("print Date"); Debug.Log(myData.CurrentDate); Debug.Log(myData.StartDate); myData = DataLogicNew.Load(); }
void Start() { myData = DataLogicNew.Load(); dayButtons = GameObject.FindGameObjectsWithTag("calender"); // for some reason it mal functions on Android // for (int i =0; i< dayButtons.Length ; i++){ // // int capturedIterator = i; // // Debug.Log(dayButtons[i].GetComponentInChildren<Text>().text); // dayButtons[i].GetComponent<Button>().onClick.AddListener(() => dayClicked(i)); // } }
void Start() { myData = DataLogicNew.Load(); name.text = "Name: " + myData.PlayerName; lvl.text = "Level: " + myData.PlayerLevel; charisLvl.text = "Charisma Level: " + myData.CharismaLevel; strenLvl.text = "Strength Level: " + myData.StrengthLevel; intelLvl.text = "Intellect Level: " + myData.IntellectLevel; totalTime.text = "Total time spent: " + (myData.TotalEXP / PlayerPrefs.GetInt("difficulty")).ToString() + "mins"; charisTime.text = "Charisma time spent: " + (myData.CharismaEXP / PlayerPrefs.GetInt("difficulty")).ToString() + "mins"; strenTime.text = "Strength time spent: " + (myData.StrengthEXP / PlayerPrefs.GetInt("difficulty")).ToString() + "mins"; intelTime.text = "Intellect time spent: " + (myData.IntellectEXP / PlayerPrefs.GetInt("difficulty")).ToString() + "mins"; }
public void goBackMenu() { DataObject myData = new DataObject(); myData = DataLogicNew.Load(); if (myData.FirstTimePlaying) { SceneManager.LoadScene("initializeGame"); } else { SceneManager.LoadScene("menu"); } }
// Start is called before the first frame update void Start() { int expGained = questConstants.questTime * PlayerPrefs.GetInt("difficulty"); type.text = "Quest Type: " + questConstants.questType; time.text = "Time Spent: " + questConstants.questTime; exp.text = "Exp gained: +" + expGained; //Data update logic DataObject myData = new DataObject(); myData = DataLogicNew.Load(); if (questConstants.questType == "Strength") { story.text = myData.PostStrengthQuestLine[myData.DayCounter]; myData.StrengthEXP += expGained; myData.DailyStrengthEXP[myData.DayCounter] += expGained; } else if (questConstants.questType == "Charisma") { story.text = myData.PostCharismaQuestLine[myData.DayCounter]; myData.CharismaEXP += expGained; myData.DailyCharismaEXP[myData.DayCounter] += expGained; } else if (questConstants.questType == "Intelligence") { story.text = myData.PostIntellectQuestLine[myData.DayCounter]; myData.IntellectEXP += expGained; myData.DailyIntellectEXP[myData.DayCounter] += expGained; } myData.DailyTotalEXP[myData.DayCounter] = myData.DailyStrengthEXP[myData.DayCounter] + myData.DailyIntellectEXP[myData.DayCounter] + myData.DailyCharismaEXP[myData.DayCounter]; //Dont go over the max index length //it a temp solution myData.QuestCompleteLog[myData.DayCounter * 100 + myData.DailyQuestCounter] = true; myData.DailyQuestCounter += 1; myData.QuestAmountCompleted += 1; Debug.Log(myData.QuestCompleteLog); DataLogicNew.Save(myData); if (myData.DayCounter == 27) { status.text = "Congradulations! You have completed the game."; } else { status.text = "Quest completed"; } }
void Start() { int expGained = questConstants.timeSpent * 10; DataObject myData = DataLogicNew.Load(); if (myData.DayCounter == 27) { // check for day 28 ie last day story.text = "You have completed the game but you didn't beat the final boss. Start a new character and try again"; } else { if (questConstants.questType == "Strength") { story.text = myData.FailureQuestLine[myData.DayCounter]; myData.StrengthEXP += expGained; myData.DailyStrengthEXP[myData.DayCounter] += expGained; } else if (questConstants.questType == "Charisma") { story.text = myData.FailureQuestLine[myData.DayCounter]; myData.CharismaEXP += expGained; myData.DailyCharismaEXP[myData.DayCounter] += expGained; } else if (questConstants.questType == "Intelligence") { story.text = myData.FailureQuestLine[myData.DayCounter]; myData.IntellectEXP += expGained; myData.DailyIntellectEXP[myData.DayCounter] += expGained; } } myData.DailyTotalEXP[myData.DayCounter] = myData.DailyStrengthEXP[myData.DayCounter] + myData.DailyIntellectEXP[myData.DayCounter] + myData.DailyCharismaEXP[myData.DayCounter]; myData.QuestCompleteLog[myData.DayCounter * 100 + myData.DailyQuestCounter] = false; myData.DailyQuestCounter += 1; DataLogicNew.Save(myData); }
void Start() { // DataLogic.SaveGameData(myData); myData = DataLogicNew.FirstLoad(); Debug.Log(myData.FirstTimePlaying); name.text = " "; if (myData.FirstTimePlaying) { //TODO let user pick name myData.PlayerName = name.text; myData.QuestLength = 28; myData.StartDate = System.DateTime.Now.ToString(); myData.CurrentDate = System.DateTime.Now.ToString(); myData.DayCounter = System.Convert.ToInt32((System.DateTime.Parse(myData.CurrentDate) - System.DateTime.Parse(myData.StartDate)).TotalDays); myData.LastDayPlayed = System.Convert.ToInt32((System.DateTime.Parse(myData.CurrentDate) - System.DateTime.Parse(myData.StartDate)).TotalDays); Debug.Log("printing dates"); Debug.Log(myData.CurrentDate); Debug.Log(myData.LastDayPlayed); //TODO I'm just assuming these arrays initialize to all zeros...If not we'll probably find out later myData.TotalEXP = 0; myData.PlayerLevel = 0; myData.StrengthEXP = 0; myData.CharismaEXP = 0; myData.IntellectEXP = 0; myData.StrengthLevel = 0; myData.CharismaLevel = 0; myData.IntellectLevel = 0; myData.QuestAmountCompleted = 0; //initialize everything in questcompletelog to false myData.QuestCompleteLog = new bool[2800]; //TODO gross, but I had to hardcode in the number for this, should //fix so is always equal to first dimension of quest complete log later for (int i = 0; i < myData.QuestCompleteLog.Length; i++) { myData.QuestCompleteLog[i] = false; } myData.DailyQuestCounter = 0; Debug.Log("quest log"); Debug.Log(myData.QuestCompleteLog); //TODO initialize all to zero? myData.DailyCharismaEXP = new int[28]; myData.DailyStrengthEXP = new int[28]; myData.DailyIntellectEXP = new int[28]; myData.DailyTotalEXP = new int[28]; Debug.Log("daily exp"); Debug.Log(myData.DailyTotalEXP); // Array.Clear(myData.DailyTotalEXP,0,myData.DailyTotalEXP.Length); Debug.Log("clearing"); Debug.Log(myData.DailyTotalEXP.Length); //Initialize first time playing trigger to true //make sure to change to false after intializing game //Here We load the quest txt content TextAsset preStrengthQuestLine = (TextAsset)Resources.Load("QuestText/StrengthQuestLinePre"); TextAsset preIntellectQuestLine = (TextAsset)Resources.Load("QuestText/IntellectQuestLinePre"); TextAsset preCharismaQuestLine = (TextAsset)Resources.Load("QuestText/CharismaQuestLinePre"); TextAsset postStrengthQuestLine = (TextAsset)Resources.Load("QuestText/StrengthQuestLinePost"); TextAsset postIntellectQuestLine = (TextAsset)Resources.Load("QuestText/IntellectQuestLinePost"); TextAsset postCharismaQuestLine = (TextAsset)Resources.Load("QuestText/CharismaQuestLinePost"); TextAsset postFailureQuestLine = (TextAsset)Resources.Load("QuestText/FailureQuestLinePost"); myData.PreStrengthQuestLine = preStrengthQuestLine.text.Split('#'); myData.PreCharismaQuestLine = preCharismaQuestLine.text.Split('#'); myData.PreIntellectQuestLine = preIntellectQuestLine.text.Split('#'); myData.PostStrengthQuestLine = postStrengthQuestLine.text.Split('#'); myData.PostCharismaQuestLine = postCharismaQuestLine.text.Split('#'); myData.PostIntellectQuestLine = postIntellectQuestLine.text.Split('#'); myData.FailureQuestLine = postFailureQuestLine.text.Split('#'); //set difficult to defult 1 PlayerPrefs.SetInt("difficulty", 1); PlayerPrefs.SetInt("audio", 1); } else { Debug.Log("loading"); myData = DataLogicNew.Load(); SceneManager.LoadScene("menu"); } }