private void Start() { wasteCollected = playerDataSaver.GetWasteCollected(); recycleCollected = playerDataSaver.GetRecycleCollected(); coinsAvailable = playerDataSaver.GetCoinsAvailable(); progressLevel = playerDataSaver.GetProgressLevel(); rubbishCoroutine = RubbishCooldown(); }
public IEnumerator Initialization() { yield return(new WaitForSeconds(1.5f)); GetLocationDataOfRubbish(); yield return(new WaitForSeconds(0.5f)); playerInfo = new PlayerInfo { PlayerUsername = playerDataSaver.GetUsername(), PlayerPassword = playerDataSaver.GetPassword(), PlayerEmail = playerDataSaver.GetEmail(), PlayerCountry = playerDataSaver.GetCountry(), PlayerAvatar = playerDataSaver.GetAvatar(), PlayerRubbish = playerDataSaver.GetWasteCollected(), PlayerRecycle = playerDataSaver.GetRecycleCollected(), PlayerTeamName = playerDataSaver.GetTeamname(), PlayerCoins = playerDataSaver.GetCoinsAvailable(), PlayerCurrentLevel = playerDataSaver.GetProgressLevel(), RubbishPlace = place, RubbishDistrict = district, RubbishRegion = region, RubbishCountry = country, }; GetPlayerStats(); yield return(new WaitForSeconds(0.5f)); GetPlayerData(); yield return(new WaitForSeconds(5f)); StartCoroutine(Leaderboards.Instance.GetWorldLeaderboardByCountry()); }
private IEnumerator StartBattle() { battlePanel.SetActive(true); battleText.text = "Prepare to battle..."; yield return(new WaitUntil(() => enemyScript.isReadyToBattle == true)); shieldUsed = playerDataSaver.GetShieldUsed(); shieldAvailable = playerDataSaver.GetRecycleCollected() - shieldUsed; projectileUsed = playerDataSaver.GetProjectileUsed(); projectileAvailable = playerDataSaver.GetWasteCollected() - projectileUsed; attackAmount.text = projectileAvailable.ToString(); shieldAmount.text = shieldAvailable.ToString(); currentState = BattleState.PlayerTurn; PlayerTurn(); }
private void Awake() { playerDataSaver = GetComponent <PlayerDataSaver>(); wasteToUnlockCounter = playerDataSaver.GetWasteCollected(); recycleToUnlockCounter = playerDataSaver.GetRecycleCollected(); tasks = playerDataSaver.GetTasks(); CheckForLocations(); GetAchievementsFromData(); }
public void Filling() { int rub = playerDataSaver.GetWasteCollected() + playerDataSaver.GetRecycleCollected(); int lvl = playerDataSaver.GetProgressLevel(); int max = levelRubbishCombo[lvl + 1]; int min = levelRubbishCombo[lvl]; levelSlider.maxValue = max; levelSlider.minValue = min; levelSlider.value = rub; }