// init the menu void Awake() { _audio = GetComponent <AudioSource> (); if (_audio == null) // if AudioSource is missing // Debug.LogWarning("AudioSource component missing from this gameobject. Adding one."); // let's just add the AudioSource component dynamically { _audio = gameObject.AddComponent <AudioSource>(); } if (PlayerPrefManager.GetSound() == 1) { MainMenu.GetComponent <AudioSource> ().mute = false; } else { MainMenu.GetComponent <AudioSource> ().mute = true; } // store the initial title so we can set it back //_mainTitle = titleText.text; // disable/enable Level buttons based on player progress //setLevelSelect(); // determine if Quit button should be shown displayQuitWhenAppropriate(); // Show the proper menu //ShowMenu("MainMenu"); }
public override void OnInspectorGUI() { DrawDefaultInspector(); GameManager myGM = (GameManager)target; if (GUILayout.Button("Reset Purchases")) { // if button pressed, then call funciton in script PlayerPrefManager.SetHighscore(0); PlayerPrefManager.SetIsProductUnlocked("BTN_Orange ball", false); PlayerPrefManager.SetIsProductUnlocked("BTN_Blue ball", false); PlayerPrefManager.SetIsProductUnlocked("BTN_Red ball", false); PlayerPrefManager.SetIsProductUnlocked("BTN_Green ball", false); PlayerPrefManager.SetIsProductUnlocked("BTN_Pink ball", false); PlayerPrefManager.SetIsProductUnlocked("BTN_Yellow ball", false); PlayerPrefManager.SetIsProductUnlocked("BTN_dark red ball", false); PlayerPrefManager.SetIsProductUnlocked("BTN_Purple ball", false); PlayerPrefManager.SetHighscore(0); } if (GUILayout.Button("Output coins")) { // if button pressed, then call function in script Debug.Log(PlayerPrefManager.GetCoins()); } }
public void OnClickMusicBtn() { int musicValue = PlayerPrefManager.GetMusic(); PlayerPrefManager.SetMusic(musicValue == 0 ? 1 : 0); SetMusicButton(); }
void OnTriggerEnter2D(Collider2D other) { if ((other.tag == "Ball") && (!taken)) { sr.enabled = false; // turn off sprite so animation can finish ec.enabled = false; // turn off edge collider so animation can finish gemDeath.SetBool("Dead", true); taken = true; //set to taken so there is no chance of coin being picked up again GameManager.gm.AddCoin(coinValue); //add coin value to collection gemScore.GetComponent <BlackBarrierAnimations>().EnableAnimation(); //PlayerPrefManager.GetSoundFX() == true && if (GetComponent <AudioSource>() && PlayerPrefManager.GetSoundFX() == true) { audiSou.clip = coinSound; audiSou.Play(); Destroy(gameObject.transform.parent.gameObject, deathclip.length); } else { Destroy(gameObject.transform.parent.gameObject); } } }
void OnApplicationQuit() { if (highscore > PlayerPrefManager.GetHighscore()) { PlayerPrefManager.SetHighscore(highscore); } }
// check if gameover, else reset level public void ResetLevel() { // subtract from player lives PlayerLives--; // store lives PlayerPrefManager.SetLives(PlayerLives); RefreshGUI(); // if game over if (PlayerLives <= 0) { // Save stats PlayerPrefManager.SavePlayerStats(PlayerLives, PlayerScore, PlayerHighscore); // load game over screen SceneManager.LoadScene(GameOverScreen); } // else respawn player and balloons at starting point else { // load default weapon _player.GetComponent <PlayerShoot>().ActiveWeapon = PlayerShoot.Weapons.Anchor; // respawn player _player.GetComponent <CharacterController2D>().RespawnPlayer(); // respawn balloons RespawnBalloons(); // reset hit points needed to win CalculateHitsForWin(); } }
private void Awake() { if (!Instance) { Instance = this; } }
//Setup all startup game stuff public void Setup() { //Indicate that gameFinsihed is false gameFinished = false; //Set start time counter m_StartTime = Time.time; //Assign level number to gui txtLevelNo.text = "Level: " + Application.loadedLevelName.After("_"); //Get all UI Buttons in order to assign them click sound GameObject btnResume = GeneralMethods.GetChildWithName(pausePanel, "BtnResume"); GameObject btnExitPause = GeneralMethods.GetChildWithName(pausePanel, "BtnExit"); GameObject btnRetry = GeneralMethods.GetChildWithName(losePanel, "BtnRestart"); GameObject btnExitLose = GeneralMethods.GetChildWithName(losePanel, "BtnExit"); GameObject btnNext = GeneralMethods.GetChildWithName(winPanel, "BtnNext"); GameObject btnExitWin = GeneralMethods.GetChildWithName(winPanel, "BtnExit"); //Assign buttons the click sound when clicked (instead of doing it in inspector manually) GeneralMethods.AssignSoundToButton(pauseBtn, "Click"); GeneralMethods.AssignSoundToButton(btnResume, "Click"); GeneralMethods.AssignSoundToButton(btnExitPause, "Click"); GeneralMethods.AssignSoundToButton(btnRetry, "Click"); GeneralMethods.AssignSoundToButton(btnExitLose, "Click"); GeneralMethods.AssignSoundToButton(btnNext, "Click"); GeneralMethods.AssignSoundToButton(btnExitWin, "Click"); //Save that this level has been accessed so the MainMenu can enable it PlayerPrefManager.UnlockLevel(); }
public void ResetControls() { PlayerPrefManager.ResetKeybind("key_move_forward"); PlayerPrefManager.ResetKeybind("key_move_backward"); PlayerPrefManager.ResetKeybind("key_move_left"); PlayerPrefManager.ResetKeybind("key_move_right"); PlayerPrefManager.ResetKeybind("key_jump"); PlayerPrefManager.ResetKeybind("key_crouch_toggle"); PlayerPrefManager.ResetKeybind("key_crouch_hold"); PlayerPrefManager.ResetKeybind("key_sprint_toggle"); PlayerPrefManager.ResetKeybind("key_sprint_hold"); PlayerPrefManager.ResetKeybind("key_primary_fire"); PlayerPrefManager.ResetKeybind("key_secondary_fire"); PlayerPrefManager.ResetKeybind("key_interact"); PlayerPrefManager.ResetKeybind("key_toggle_flashlight"); PlayerPrefManager.ResetKeybind("key_toggleGUI"); PlayerPrefManager.MessageKeybindObservers(); int childCount = scrollViewContent.transform.childCount; for (int i = 0; i < childCount; i++) { GameObject child = scrollViewContent.transform.GetChild(i).gameObject; if (!(child.name.Equals("Mouse Sensitivity") || child.name.Equals("Mouse Invert") || child.name.Equals("Reset Keybinds"))) { Destroy(child); } } InitializeScroller(); }
public void StartGame() { string s; if (GetGameIsReady(out s)) { if (singleplayer) { PlayerPrefManager.SetInt("game_playercount", 1); PlayerPrefManager.SetString("game_p1_plane", p1Plane.ToString()); PlayerPrefManager.SetString("game_p1_input", PlayerInput.InputType.DUAL.ToString()); } else { PlayerPrefManager.SetInt("game_playercount", 2); PlayerPrefManager.SetString("game_p1_plane", p1Plane.ToString()); PlayerPrefManager.SetString("game_p1_input", p1Input.ToString()); PlayerPrefManager.SetString("game_p2_plane", p2Plane.ToString()); PlayerPrefManager.SetString("game_p2_input", p2Input.ToString()); } PlayerPrefManager.SetString("game_difficulty", difficulty.ToString()); PlayerPrefManager.SetString("game_currentstage", stage.ToString()); LevelLoader.current.LoadStage(stage); } else { Debug.LogError("this line shouldnt be reachable since the button should be disabled if the game cant be started"); } }
// Use this for initialization void Awake() { PrefManager = this; PlayerStats.SetStats(); hpS = PlayerStats.HP; maxHPS = PlayerStats.MaxHP; attkBaseS = PlayerStats.AttackBase; defBaseS = PlayerStats.DefenseBase; magicAttkBaseS = PlayerStats.MagicAttkBase; magicDefBaseS = PlayerStats.MagicDefBase; attkS = PlayerStats.Attk; defS = PlayerStats.Def; magicAttkS = PlayerStats.MagicAttk; magicDefS = PlayerStats.MagicDef; expS = PlayerStats.EXP; maxEXPS = PlayerStats.MaxEXP; lvlS = PlayerStats.LVL; PlayerPrefs.SetFloat("hpS", hpS); PlayerPrefs.SetFloat("MaxHP", maxHPS); PlayerPrefs.SetFloat("AttkBase", attkBaseS); PlayerPrefs.SetFloat("DefBase", defBaseS); PlayerPrefs.SetFloat("MagAttkBase", magicAttkBaseS); PlayerPrefs.SetFloat("MagDefBase", magicDefBaseS); PlayerPrefs.SetFloat("attkS", attkS); PlayerPrefs.SetFloat("defS", defS); PlayerPrefs.SetFloat("MagAttk", magicAttkS); PlayerPrefs.SetFloat("MagDef", magicDefS); PlayerPrefs.SetInt("expS", expS); PlayerPrefs.SetInt("MaxExp", maxEXPS); PlayerPrefs.SetInt("lvlS", lvlS); }
void LoadPlayers() { int playerCount = PlayerPrefManager.GetInt("game_playercount"); players = new Player[playerCount]; playerOffsets = new float[playerCount]; playerGameover = new bool[playerCount]; playerRespawnStartTimes = new float[playerCount]; if (playerCount == 1) { playerOffsets[0] = 0; } else if (playerCount == 2) { playerOffsets[0] = 1; playerOffsets[1] = -1; } else { throw new UnityException("unsupported playercount"); } for (int i = 0; i < players.Length; i++) { int playerNumber = i + 1; InstantiateAndInitializePlayer(playerNumber, out players[i]); // players[i].enabled = false; // players[i].SetRegularComponentsActive(false); players[i].gameObject.SetActive(false); } }
public void SaveAndExit() { PlayerPrefManager.SetMasterVolume(volumeSlider.value); PlayerPrefManager.SetDifficulty((int)difficultySlider.value); levelManager.LoadLevel(levelToLoadOnSave); }
// get stored Player Prefs if they exist, otherwise go with defaults set on gameObject void refreshPlayerState() { highscore = PlayerPrefManager.GetHighscore(); // save that this level has been accessed so the MainMenu can enable it PlayerPrefManager.UnlockLevel(); }
void OnEnable() { for (int i = 0; i < poseButtons.Length; i++) { poseButtons[i].interactable = PlayerPrefManager.IsPoseBought(i); } }
public void SaveHighscore() { if (score > PlayerPrefManager.GetInt("game_highscore")) { PlayerPrefManager.SetInt("game_highscore", score); } }
private void Start() { PlayerPrefManager.UnlockLevel(2); print(PlayerPrefManager.IsLevelUnlocked(1)); print(PlayerPrefManager.IsLevelUnlocked(2)); fixedDT = Time.fixedDeltaTime; }
// play sound through the audiosource on the gameobject void PlaySound(AudioClip clip) { if (PlayerPrefManager.GetSoundEffect() == 1) { _audio.PlayOneShot(clip); } }
public void SaveAndExit() { PlayerPrefManager.SetMasterVolume(volumeSlider.value); PlayerPrefManager.SetDifficulty(difficultySlider.value); print(PlayerPrefManager.GetDifficulty()); levelManager.LoadLevel("01a Start"); }
//uses game state to determine next level void DetermineNextStage() { if (GameManager.gameManager) { //handle stage progression when enough landmarks/scents have been encountered if (nextStageThroughProgressPossible()) { //advance to end if suburbs have been completed if (PlayerPrefManager.GetSuburbsComplete()) { this.nextLevel = "GameComplete"; Debug.Log(this.nextLevel); } else { this.nextLevel = "CityStart"; Debug.Log(this.nextLevel); PlayerPrefManager.SetSuburbsComplete(true); } } //handle rng skip stage event else if (GameManager.gameManager.skipToNextStagePossible) { } //handle other rng events //else if(GameManager.gameManager){} //nothing happened, go on to next level as usual else { return; } } }
void Start() { AddSelfToPlayerPrefObserverList(); key_interact = PlayerPrefManager.GetString("key_interact"); whiteTextColor = Color.white; blackTextColor = Color.black; }
void OnEnable() { for (int i = 0; i < backgroundButtons.Length; i++) { backgroundButtons[i].interactable = PlayerPrefManager.IsBackgroundBought(i); } }
void setKeyBind(string name, KeyCode kcode) { PlayerPrefManager.SetString(name, kcode.ToString()); PlayerPrefManager.MessageKeybindObservers(); callingButtonTextField.text = kcode.ToString(); gameObject.SetActive(false); }
public void HideAdButton() { if (PlayerPrefManager.GetBool("benedev.mansnothot.noads") == true) { adsButton.SetActive(false); } }
// get stored Player Prefs if they exist, otherwise go with defaults set on gameObject void refreshPlayerState() { lives = PlayerPrefManager.GetLives(); //An Attempt to Implement added Lives if (score == 1 && eLife1 == true) { GiveLife(); refreshGUI(); Debug.LogError("YOU HAVE TRIGGERED THE SCRIPT."); eLife1 = false; } if (score == 90) { GiveLife(); } if (score == 155) { GiveLife(); } // special case if lives <= 0 then must be testing in editor, so reset the player prefs if (lives <= 0) { PlayerPrefManager.ResetPlayerState(startLives, false); lives = PlayerPrefManager.GetLives(); } score = PlayerPrefManager.GetScore(); highscore = PlayerPrefManager.GetHighscore(); // save that this level has been accessed so the MainMenu can enable it PlayerPrefManager.UnlockLevel(); }
void Start() { if (instance == null) { instance = this.GetComponent <MainMenuManager>(); } if (PlayerPrefManager.GetNoAdsPurchased() == true) { purchaseNoAdsButton.SetActive(false); } //has player gotten rid of ads? HideAdButton(); if (PlayerPrefManager.GetSoundFX() == true) { SFX_Images[0].SetActive(false); // SFX off image SFX_Images[1].SetActive(true); // SFX on image } else { SFX_Images[0].SetActive(true); // SFX off image SFX_Images[1].SetActive(false); // SFX on image } }
public void OnClickAudioBtn() { int audioValue = PlayerPrefManager.GetAudio(); PlayerPrefManager.SetAudio(audioValue == 0 ?1:0); SetAudioButton(); }
public void ToggleSFX() { if (PlayerPrefManager.GetSoundFX() == false) { //if soundFX is on and button sound is set if (PlayerPrefManager.GetSoundFX() == true && touchButtonSound) { GetComponent <AudioSource>().PlayOneShot(touchButtonSound); } //turn off SFX PlayerPrefManager.SetSoundFX(true); sfxOn = false; Debug.Log("SFX on"); SFX_Images[0].SetActive(false); SFX_Images[1].SetActive(true); } else { //turn on SFX PlayerPrefManager.SetSoundFX(false); sfxOn = true; Debug.Log("SFX off"); SFX_Images[0].SetActive(true); SFX_Images[1].SetActive(false); } }
public override void OnInspectorGUI() { base.OnInspectorGUI(); //show the default inspector stuff for this component DrawDefaultInspector(); //get a reference to the GameManager script on this target gameObject GameManager myGM = (GameManager)target; //add a custom button to the Inspector component if (GUILayout.Button("Reset Player State")) { //if button pressed, then call function in script PlayerPrefManager.ResetPlayerState(myGM.startLives, false); } //add a custom button to the Inspector component if (GUILayout.Button("Reset Highscore")) { //if button pressed then call function in script PlayerPrefManager.SetHighscore(0); } //add a custom button to the Insspector component if (GUILayout.Button("Output Player State")) { PlayerPrefManager.ShowPlayerPrefs(); } }
private void Update() { if (fade) { alphaColor = Mathf.Lerp(fadeImage.color.a, 1, Time.deltaTime * 1.5f); fadeImage.color = new Color(0, 0, 0, alphaColor); } if (alphaColor > 0.95 && fade) { fade = false; StartScene(); } if (player != null) { if (GameManager.gm.playerHP < 1) { PlayerPrefManager.SetScore((int)GameManager.gm.score); Instantiate(playerExplosionPrefab, player.transform.position, Quaternion.identity); Destroy(player); Change_scene(); AudioSource.PlayClipAtPoint(explosion_sound, Camera.main.transform.position, 1.0f); } } }