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); }
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); } }
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)); }
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"); }