public void StartNewGame(E_GameDifficulty difficulty) { ClearInstances(); _GameType = E_GameType.SinglePlayer; Save_Clear(); Save_Load(); ClearStatistics(); GameDifficulty = difficulty; Money = 0; // Debug.Log("start new game - first " + FirstTimePlayer); if (FirstTimePlayer) { _GameType = E_GameType.FirstTimeTutorial; PlayerPrefs.SetInt("firstTime", 1); CurrentLevel = "tutorial"; Application.LoadLevel("empty"); Application.LoadLevel(CurrentLevel); } else { CurrentLevel = "Comics01"; Application.LoadLevel("empty"); Application.LoadLevel(CurrentLevel); } }
public static void FlurryLogEndOfMission(E_GameType gameType, E_GameDifficulty difficulty, int level) { if (Application.platform != RuntimePlatform.OSXEditor) { _FlurryLogEndOfMission(gameType.ToString() + "-" + difficulty.ToString() + "-" + level); } }
public static void FlurryLogStartGame(E_GameType gameType, E_GameDifficulty diff) { if (Application.platform != RuntimePlatform.OSXEditor) { _FlurryLogStartGame(gameType.ToString(), diff.ToString()); } }
public void StartTutorial() { _GameType = E_GameType.Tutorial; _GameState = E_GameState.Tutorial; CurrentLevel = "tutorial"; StartCoroutine(LoadScene(CurrentLevel, false)); }
public void StartNewMultiplayerGame(IPEndPoint EndPoint, int joinRequestId, Client.ConnectToServerFailedDelegate onConnectToServerFailed = null) { _GameType = E_GameType.Multiplayer; Instantiate(Client); Client.Instance.ConnectToServer(EndPoint, joinRequestId, onConnectToServerFailed); }
public void StartNewMultiplayerGame(uLink.HostData hostData, int joinRequestId, Client.ConnectToServerFailedDelegate onConnectToServerFailed = null) { _GameType = E_GameType.Multiplayer; Instantiate(Client); Client.Instance.ConnectToServer(hostData, joinRequestId, onConnectToServerFailed); }
public void StartTutorial() { ClearInstances(); PlayerPrefs.SetInt("firstTime", 1); _GameType = E_GameType.Tutorial; _GameState = E_GameState.Tutorial; CurrentLevel = "tutorial"; Application.LoadLevel(CurrentLevel); }
public void ResumeSinglePlayer() { if (Game.Instance.DisabledState > 1) { StartNewGame(E_GameDifficulty.Hard); return; } ClearInstances(); _GameType = E_GameType.SinglePlayer; Save_Load(); LoadStatistics(); Application.LoadLevel(CurrentLevel); }
public void ResumeSurvivalMode() { if (Game.Instance.DisabledState > 1) { StartSurvivalMode(); return; } ClearInstances(); _GameType = E_GameType.Survival; Save_Load(); LoadStatistics(); GameDifficulty = E_GameDifficulty.Hard; _CurrentLevel = "dojo"; Application.LoadLevel(CurrentLevel); }
public void StartSurvivalMode() { ClearInstances(); _GameType = E_GameType.Survival; ClearStatistics(); Save_Clear(); Save_Load(); GameDifficulty = E_GameDifficulty.Hard; ComboLevel = new E_ComboLevel[] { GetUnlockedCombo(0), GetUnlockedCombo(1), GetUnlockedCombo(2), GetUnlockedCombo(3), GetUnlockedCombo(4), GetUnlockedCombo(5) }; SwordLevel = GetUnlockedSword(); HealthLevel = GetUnlockedHealth(); _CurrentLevel = "dojo"; Application.LoadLevel(CurrentLevel); }
public void StartChapterMode(int index) { string[] chapters = { "level01", "level01b", "level02", "level03", "level05", "level06", "level07" }; ClearInstances(); _GameType = E_GameType.ChapterOnly; Save_Clear(); Save_Load(); ClearStatistics(); GameDifficulty = E_GameDifficulty.Hard; CurrentLevel = chapters[index]; ComboLevel = new E_ComboLevel[] { GetUnlockedCombo(0), GetUnlockedCombo(1), GetUnlockedCombo(2), GetUnlockedCombo(3), GetUnlockedCombo(4), GetUnlockedCombo(5) }; SwordLevel = GetUnlockedSword(); HealthLevel = GetUnlockedHealth(); Application.LoadLevel(CurrentLevel); }
public void StartTutorial() { _GameType = E_GameType.Tutorial; _GameState = E_GameState.Tutorial; CurrentLevel = "tutorial"; StartCoroutine(LoadScene(CurrentLevel, false)); }
public void StartNewMultiplayerGame(IPEndPoint EndPoint, int joinRequestId, Client.ConnectToServerFailedDelegate onConnectToServerFailed = null) { _GameType = E_GameType.Multiplayer; Instantiate(Client); Client.Instance.ConnectToServer(EndPoint, joinRequestId, onConnectToServerFailed); }
public void StartNewMultiplayerGame(uLink.HostData hostData, int joinRequestId, Client.ConnectToServerFailedDelegate onConnectToServerFailed = null) { _GameType = E_GameType.Multiplayer; Instantiate(Client); Client.Instance.ConnectToServer(hostData, joinRequestId, onConnectToServerFailed); }
/* * public void SaveControls() * { * PlayerPrefs.SetFloat(PlayerControls.E_ButtonsName.AttackX + "_X", ); * PlayerPrefs.SetFloat(PlayerControls.E_ButtonsName.AttackX + "_Y", ); * }*/ public bool IsResumePossible(E_GameType gameType) { return(PlayerPrefs.GetInt(gameType + "SaveExist", 0) == 1); }