示例#1
0
    public void NextLevel()   // load the next scene in order after delay
    {
        Level_select_script.LevelsData newLevelsData = levelsData;
        newLevelsData.latestLevel++;
        File.WriteAllText(Application.streamingAssetsPath + "/Level_data.json", JsonUtility.ToJson(newLevelsData, true));
        nextLevelBtnPressed = true;
        Dima.SetActive(false);

        Invoke("LoadNextLevel", 0.6f);
    }
示例#2
0
    public void Respawn()   // respawn when R key is pressed
    {
        if (Input.GetKeyDown(KeyCode.R) /* && !stageWin */)
        {
            Level_select_script.LevelsData newLevelsData = levelsData;
            newLevelsData.levelData[levelsData.latestLevel].attempts++;
            File.WriteAllText(Application.streamingAssetsPath + "/Level_data.json", JsonUtility.ToJson(newLevelsData, true));

            SceneManager.LoadScene(currentLevel);
        }
    }
示例#3
0
    void WinHelperText()                                                                                                   // set win helper text
    {
        int finalScore = 1000 + timerScore + (currentBullets * 30);                                                        // TODO: finalized score calculation

        win_helper_text.text = "TIME" + "\n \n - " + minutes + ":" + seconds + ":" + Mathf.Floor(milliseconds) + "\n \n" + // TODO: formatting (00:00:00)
                               "BULLETS" + "\n \n - " + currentBullets + " / " + bulletsTotal + "\n \n \n" +
                               "SCORE" + "\n \n - " + finalScore;

        Level_select_script.LevelsData newLevelsData = levelsData;
        newLevelsData.levelData[levelsData.latestLevel].topScore = levelsData.levelData[levelsData.latestLevel].topScore < finalScore
        ? finalScore
        : levelsData.levelData[levelsData.latestLevel].topScore;

        if (levelsData.latestLevel != 4)
        {
            newLevelsData.levelData[levelsData.latestLevel + 1].unlocked = true;
        }
        File.WriteAllText(Application.streamingAssetsPath + "/Level_data.json", JsonUtility.ToJson(newLevelsData, true));
    }
示例#4
0
    void Awake()
    {
        currentLevel = SceneManager.GetActiveScene().name;
        ded.SetActive(false);
        win.SetActive(false);

        bulletsTotal   = 30;
        currentBullets = bulletsTotal;

        string json = File.ReadAllText(Application.streamingAssetsPath + "/Level_data.json");

        levelsData = JsonUtility.FromJson <Level_select_script.LevelsData>(json);
        Level_select_script.LevelData[] levelData = levelsData.levelData;

        Level_select_script.LevelsData newLevelsData = levelsData;
        newLevelsData.levelData[levelsData.latestLevel].attempts++;
        File.WriteAllText(Application.streamingAssetsPath + "/Level_data.json", JsonUtility.ToJson(newLevelsData, true));

        Dima = GameObject.Find("Dima");
    }