//############################################################# Si le joueur est sur une case specifique void OnTriggerEnter(Collider contact) { Debug.Log(contact.name); if (contact.name == "Clef") { Evenements.color = new Color(255, 220, 0, 255); Evenements.GetComponent <Text>().text = "Une Clef! Où est le trésor?"; Tpevent = (int)time; clef = true; ImageClef.color = new Color(0, 255, 0, 255); Destroy(Clef); } if (contact.name == "FausseClef") { Evenements.color = new Color(255, 220, 0, 255); Evenements.GetComponent <Text>().text = "Oups! Fausse Clef"; Tpevent = (int)time; Destroy(FausseClef); } if (contact.name == "Tresor") { if (clef == true) { //A la victoire on charge le scene win, on recup le pseudo qu'on detruit et crée un résultat av une clef qui s'incremente Evenements.color = new Color(255, 220, 0, 255); Evenements.GetComponent <Text>().text = "Victoire"; Tpevent = (int)time; Debug.Log("Victoire!!"); string Pseudo = PlayerPrefs.GetString("Pseudo"); int i = 0; while (PlayerPrefs.HasKey(i.ToString())) { i++; } Handheld.Vibrate(); PlayerPrefs.SetString(i.ToString(), Pseudo + "/" + time); PlayerPrefs.SetString("TempsVictoire", time.ToString()); SceneManager.LoadScene("Victoire"); Destroy(Tresor); } } if (contact.name == "Trou") { //Affichage fond rouge Fond.color = new Color32(255, 0, 0, 60); Handheld.Vibrate(); Trou.GetComponent <Renderer>().enabled = true; Debug.Log("Tombé, Défaite!"); PlayerPrefs.SetString("mort", "trou"); SceneManager.LoadScene("Defaite"); } if (contact.name == "Torche") { Evenements.color = new Color(255, 220, 0, 255); Evenements.GetComponent <Text>().text = "Cool! Une torche"; Tpevent = (int)time; Lumière.spotAngle = 35; Destroy(Torche); } if (contact.name == "Pic1") { Evenements.color = new Color(255, 220, 0, 255); Evenements.GetComponent <Text>().text = "Aie! des Pics"; Tpevent = (int)time; vie--; Debug.Log("Vie=" + vie); Pic1.GetComponent <Renderer>().enabled = true; Pic1.transform.localScale = new Vector3(0.5f, 0.5f, 1f); //Affichage fond rouge Fond.color = new Color32(255, 0, 0, 60); } if (contact.name == "Pic2") { Evenements.color = new Color(255, 220, 0, 255); Evenements.GetComponent <Text>().text = "Aie! des Pics"; Tpevent = (int)time; vie--; Debug.Log("Vie=" + vie); Pic2.GetComponent <Renderer>().enabled = true; Pic2.transform.localScale = new Vector3(0.5f, 0.5f, 1f); //Affichage fond rouge Fond.color = new Color32(255, 0, 0, 60); } if (contact.name == "Pic3") { //Affichage events texte Evenements.color = new Color(255, 220, 0, 255); Evenements.GetComponent <Text>().text = "Aie! des Pics"; Tpevent = (int)time; vie--; Debug.Log("Vie=" + vie); //Affichage pic Pic3.GetComponent <Renderer>().enabled = true; Pic3.transform.localScale = new Vector3(0.5f, 0.5f, 1f); //Affichage fond rouge Fond.color = new Color32(255, 0, 0, 60); } if (contact.name == "Serpent") { //Affichage event empoisonné Evenements.GetComponent <Text>().text = "Empoisonné! Vite des Soins"; Evenements.color = Color.green; Tpoison = (int)time; Tpevent = (int)time; Player.GetComponent <Renderer>().material.color = Color.green; poison = true; //Ecran vert poison Fond.color = new Color32(0, 255, 0, 60); } if (contact.name == "Soin") { Evenements.color = new Color(255, 220, 0, 255); Evenements.GetComponent <Text>().text = "Super! Je me sens mieux"; Tpevent = (int)time; Player.GetComponent <Renderer>().material.color = new Color(255, 150, 0, 255); if (vie < 3) { vie++; } poison = false; Debug.Log("Vie=" + vie); Destroy(Soin); } }
public static void SaveJson <T>(string key, T data) { PlayerPrefs.SetString(key, JsonUtility.ToJson(data)); }
void LoadGame(string loatFile) { PlayerPrefs.SetString("MainLoad", loatFile); SceneManager.LoadScene("Level_1"); }
void Update() { //print("emergency sub stat: " + curSub.EmergencyStatus); prevSub = Get_sub_stats(); if (!Get_innerairlock_pos() || !Get_innerairlock_lock() || !Get_outerairlock_pos() || !Get_outerairlock_lock()) { isReady = false; } else { isReady = true; } animator.SetBool("isReady", isReady); animator.SetBool("isAlive", isAlive); //check for emergency surface if (isEmergency) //if (Check_emergency()) { if (curSub.Temp < 100 && curSub.Oxygen > 0) { //TODO dud noise? StartCoroutine(ShowWarning("The emergency surface procedure has been triggered unnecessarily")); } if (transform.position.y != subPos.y) { print("pos is: " + transform.position.y + ", should be: " + subPos.y); isSurfacing = true; transform.position = Vector2.MoveTowards(transform.position, new Vector2(transform.position.x, subPos.y), 1.0f * Time.deltaTime); } else { Stop_emergency_surface(); isSurfacing = false; } } else { if (curSub.Temp >= 100) { PlayerPrefs.SetString("PlayerDeath", "The sub didn't emergency surface and overheated."); StartCoroutine(TriggerExplosion()); } else if (curSub.Oxygen <= 0) { PlayerPrefs.SetString("PlayerDeath", "The sub didn't emergency surface and ran out of oxygen."); StartCoroutine(TriggerExplosion()); //TODO update to correct death animation } } //Do some sub stuff if (!isPaused && isAlive && !isSurfacing) { //move the sub if (Input.GetKeyUp(KeyCode.LeftArrow)) //move sub left { //TESTING //Test 1: too far left: /*prevSub.FrontSpace = 100; * curSub.FrontSpace = 100; * curSub.FrontSpace++;*/ //Test 2: Everything working /*prevSub.FrontSpace = 10; * curSub.FrontSpace = 10; * curSub.FrontSpace++;*/ //ACTUAL FUNCTION Sub_go_back(); curSub = Get_sub_stats(); if (curSub.FrontSpace > 100) { PlayerPrefs.SetString("PlayerDeath", "The sub went beyond the boundaries."); StartCoroutine(TriggerExplosion()); } else if (prevSub.FrontSpace < curSub.FrontSpace) { transform.Translate(-horizontalMovement, 0, 0); } } else if (Input.GetKeyUp(KeyCode.RightArrow)) //move right { //TESTING //Test 1: too far right: /*prevSub.FrontSpace = 0; * curSub.FrontSpace = 0; * curSub.FrontSpace--; * print(curSub.FrontSpace);*/ //Test 2: Everything working /*prevSub.FrontSpace = 10; * curSub.FrontSpace = 10; * curSub.FrontSpace--; * print(curSub.FrontSpace);*/ //ACTUAL FUNCTION Sub_go_forward(); curSub = Get_sub_stats(); //FrontSpace has changed from 0 but not decreased - this should indicate it has incorrectly moved further right //which should result in a value of 255 since it's stored in a byte //But want to account for any possible incorrect value if (prevSub.FrontSpace == 0 && curSub.FrontSpace != prevSub.FrontSpace && curSub.FrontSpace != 1) { PlayerPrefs.SetString("PlayerDeath", "The sub went beyond the boundaries."); StartCoroutine(TriggerExplosion()); } else if (prevSub.FrontSpace > curSub.FrontSpace) { transform.Translate(horizontalMovement, 0, 0); } } else if (Input.GetKeyDown(KeyCode.DownArrow)) //dive { //TESTING //Test 1: too deep: /*curSub.Depth = 100; * curSub.Depth++;*/ //Test 2: Everything working /*prevSub.Depth = 10; * curSub.Depth = 10; * curSub.Depth++;*/ //ACTUAL FUNCTION Sub_dive(); curSub = Get_sub_stats(); if (curSub.Depth > 100) { transform.Translate(0, -verticalMovement, 0); PlayerPrefs.SetString("PlayerDeath", "The sub went too deep."); StartCoroutine(TriggerImplosion()); } else if (prevSub.Depth < curSub.Depth) { transform.Translate(0, -verticalMovement, 0); } } else if (Input.GetKeyUp(KeyCode.UpArrow)) //surface { //TESTING //Test 1: too high: /*prevSub.Depth = 0; * curSub.Depth = 0; * curSub.Depth--; * print(curSub.Depth);*/ //Test 2: Everything working /*prevSub.Depth = 1; * curSub.Depth = 1; * curSub.Depth--; * print(curSub.Depth);*/ //ACTUAL FUNCTION Sub_surface(); curSub = Get_sub_stats(); //Depth has changed from 0 but not decreased - this should indicate it has incorrectly surfaced further //which should result in a value of 255 since it's stored in a byte //But want to account for any possible incorrect value if (prevSub.Depth == 0 && curSub.Depth != prevSub.Depth && curSub.Depth != 1) { PlayerPrefs.SetString("PlayerDeath", "The sub left the water."); StartCoroutine(TriggerExplosion()); //TODO need something different - like the sub flying away } else if (prevSub.Depth > curSub.Depth) { transform.Translate(0, verticalMovement, 0); } } //Reset the sub if (Input.GetKeyUp(KeyCode.Keypad0)) { //print("Resetting...\n"); ResetSub(); } //Use the doors if (Input.GetKeyUp(KeyCode.I)) { //TESTING //Test 1: opening a second door /*curSub.InnerAirlockPos = false; * curSub.OuterAirlockPos = false;*/ //Test 2: not toggling inner door when unlocked /*curSub.InnerAirlockLock = false; * prevSub.InnerAirlockPos = true; * curSub.InnerAirlockPos = true;*/ //Test 3: Toggling inner door when locked /*curSub.InnerAirlockLock = true; * curSub.InnerAirlockPos = true; * prevSub.InnerAirlockPos = false;*/ //ACTUAL FUNCTION //print("toggle inner door pos\n"); Close_inner_door(); curSub = Get_sub_stats(); UpdateDoors(); //if new door pos = open AND other door pos = open -> death if (curSub.InnerAirlockPos == false && curSub.OuterAirlockPos == false) { audioSource.PlayOneShot(doorSFX); PlayerPrefs.SetString("PlayerDeath", "Both doors have been opened, flooding the sub."); StartCoroutine(TriggerImplosion()); } //if prev door pos == new door pos AND the door is unlocked, toggle didn't work else if (curSub.InnerAirlockPos == prevSub.InnerAirlockPos && curSub.InnerAirlockLock == false) { //TODO dud noise StartCoroutine(ShowWarning("The inner door failed to open/close.")); } //if prev door pos != new door pos BUT door = locked else if (curSub.InnerAirlockPos != prevSub.InnerAirlockPos && curSub.InnerAirlockLock == true) { StartCoroutine(ShowWarning("The inner door lock appears to be broken.")); } //Everything is fine else if (curSub.InnerAirlockPos != prevSub.InnerAirlockPos && curSub.InnerAirlockLock == false) { audioSource.PlayOneShot(doorSFX); } //something other than the expected scenarios has happened - will need to be investigated else { StartCoroutine(ShowWarning("Something unexpected has happened...")); } } if (Input.GetKeyUp(KeyCode.K)) { //TESTING //Test 1: lock doesn't change /*curSub.InnerAirlockLock = false; * prevSub.InnerAirlockLock = false;*/ //ACTUAL FUNCTION //print("toggle inner door lock\n"); Lock_inner_door(); curSub = Get_sub_stats(); UpdateDoors(); //The lock hasn't changed. //Can't differentiate between deliberate or erroneous so using a generic warning if (curSub.InnerAirlockLock == prevSub.InnerAirlockLock) { StartCoroutine(ShowWarning("The inner lock hasn't changed")); //TODO play dud sound } //everything is fine else if (curSub.InnerAirlockLock != prevSub.InnerAirlockLock) { audioSource.PlayOneShot(doorSFX); } //something other than the expected scenarios has happened - will need to be investigated else { StartCoroutine(ShowWarning("Something unexpected has happened...")); } } if (Input.GetKeyUp(KeyCode.O)) { //TESTING //Test 1: opening a second door /*curSub.InnerAirlockPos = false; * curSub.OuterAirlockPos = false;*/ //Test 2: not toggling outer door when unlocked /*curSub.OuterAirlockLock = false; * prevSub.OuterAirlockPos = true; * curSub.OuterAirlockPos = true;*/ //Test 3: Toggling outer door when locked /*curSub.OuterAirlockLock = true; * curSub.OuterAirlockPos = true; * prevSub.OuterAirlockPos = false;*/ //ACTUAL FUNCTION //print("toggle outer door pos\n"); Close_outer_door(); curSub = Get_sub_stats(); UpdateDoors(); //if new door pos = open AND other door pos = open - death if (curSub.OuterAirlockPos == false && curSub.OuterAirlockPos == false) { audioSource.PlayOneShot(doorSFX); PlayerPrefs.SetString("PlayerDeath", "Both doors have been opened, flooding the sub."); StartCoroutine(TriggerImplosion()); } //if prev door pos == new door pos AND the door is unlocked, toggle didn't work - warning && dud noise else if (curSub.OuterAirlockPos == prevSub.OuterAirlockPos && curSub.OuterAirlockLock == false) { StartCoroutine(ShowWarning("The outer door position hasn't changed")); } //if prev door pos != new door pos BUT door = locked - warning and dud noise else if (curSub.OuterAirlockPos != prevSub.OuterAirlockPos && curSub.OuterAirlockLock == true) { StartCoroutine(ShowWarning("The outer door hasn't changed")); } //Everything is fine else if (curSub.OuterAirlockPos != prevSub.OuterAirlockPos && curSub.OuterAirlockLock == false) { audioSource.PlayOneShot(doorSFX); } //something other than the expected scenarios has happened - will need to be investigated else { StartCoroutine(ShowWarning("Something unexpected has happened...")); } } if (Input.GetKeyUp(KeyCode.L)) { //TESTING //Test 1: lock doesn't change /*curSub.OuterAirlockLock = false; * prevSub.OuterAirlockLock = false;*/ //ACTUAL FUNCTION //print("toggle outer door lock\n"); Lock_outer_door(); curSub = Get_sub_stats(); UpdateDoors(); //The lock hasn't changed. //Can't differentiate between deliberate or erroneous so using a generic warning if (curSub.OuterAirlockLock == prevSub.OuterAirlockLock) { StartCoroutine(ShowWarning("The outer lock hasn't changed")); //TODO play dud sound //audioSource.PlayOneShot(DudSFX); } //everything is fine else if (curSub.OuterAirlockLock != prevSub.OuterAirlockLock) { audioSource.PlayOneShot(doorSFX); } //something other than the expected scenarios has happened - will need to be investigated else { StartCoroutine(ShowWarning("Something unexpected has happened...")); } } //Fire torpedos (tube num) if (Input.GetKeyUp(KeyCode.Alpha1)) { FireTorpedo(1); } else if (Input.GetKeyUp(KeyCode.Alpha2)) { FireTorpedo(2); } else if (Input.GetKeyUp(KeyCode.Alpha3)) { FireTorpedo(3); } else if (Input.GetKeyUp(KeyCode.Alpha4)) { FireTorpedo(4); } //load torpedos (tube num) if (Input.GetKeyUp(KeyCode.Q)) { LoadTorpedo(1); } else if (Input.GetKeyUp(KeyCode.W)) { LoadTorpedo(2); } else if (Input.GetKeyUp(KeyCode.E)) { LoadTorpedo(3); } else if (Input.GetKeyUp(KeyCode.R)) { LoadTorpedo(4); } } // FOR TESTING PURPOSES if (Input.GetKeyUp(KeyCode.T)) { //Vector3 targetPos = transform.position - new Vector3(0.0f, 2.5f, 0.0f); //StartCoroutine(TriggerImplosion(targetPos)); //StartCoroutine(TriggerImplosion()); //StartCoroutine(TriggerExplosion()); //isSurfacing = true; //Test: min oxy, no emergency //Just needed to keep the oxy counter running and ensure emergency check remained false //Test: max temp, no emergency curSub.Temp = 100; //And comment out the curSub update in UpdateUI /*// Test: unneeded emergency * curSub.Temp = 50; * curSub.Oxygen = 50; * isEmergency = true;*/ } //pause/unpause if (Input.GetKeyUp(KeyCode.P) && !isSurfacing) { if (isPaused) { //if already paused then unpause isPaused = false; //PauseScreen.SetActive(false); PauseScreen.GetComponent <Canvas>().sortingOrder = -1; } else { //pause the screen isPaused = true; //PauseScreen.SetActive(true); PauseScreen.GetComponent <Canvas>().sortingOrder = 15; } } UpdateUI(); }
/// <summary> /// Sets the value of the preference identified by key. /// </summary> /// <param name="Key">Key name</param> /// <param name="Value">New value</param> public static void SetString(string Key, string Value) { PlayerPrefs.SetString(GetKeyName(Key), Value); PlayerPrefs.Save(); }
public void ChooseCharacter(string character) { PlayerPrefs.SetString("chosenCharacter", character); SceneManager.LoadScene("Scenes/BattleScene"); }
public void Restart() { PlayerPrefs.SetInt("restartCount", PlayerPrefs.GetInt("restartCount") + 1); PlayerPrefs.SetString("seenTutorial", "true"); SceneManager.LoadScene("MainScene"); }
public void setAddress(string address) { IP = address; PlayerPrefs.SetString("UDPAddress", address); }
public static void setString(string key, string value) { PlayerPrefs.SetString(key, value); PlayerPrefs.Save(); }
public void SetPlayer(string name) { CurrentCharacter = name; PlayerPrefs.SetString("Character", CurrentCharacter); }
public void SetPlayerName(string value) { PhotonNetwork.playerName = value + " "; PlayerPrefs.SetString(playerNamePrefKey, value); }
/// <summary> /// Sets the name of the player, and save it in the PlayerPrefs for future sessions. /// </summary> /// <param name="value">The name of the Player</param> public void SetPlayerName(string value) { // #Important PhotonNetwork.playerName = value; PlayerPrefs.SetString(playerNamePrefKey, value); }
private static void SaveCurrentCreaturePP(string content) { PlayerPrefs.SetString(CURRENT_SAVE_KEY, content); }
public static void SaveCurrentCreatureName(string name) { PlayerPrefs.SetString(CURRENT_CREATURE_NAME_KEY, name); }
/// <summary> /// 储存一个String数据 /// </summary> private void SaveStringData(string key, string defaultValue = "") { PlayerPrefs.SetString(key, defaultValue); }
public static bool SetObject(string name, object value) { var t = value.GetType(); var fieldInfos = t.GetFields(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.Static | BindingFlags.DeclaredOnly); try { foreach (var fieldInfo in fieldInfos) { var fieldName = fieldInfo.Name; var fieldKey = $"{name}-{t}-{fieldInfo.MemberType}-{fieldName}"; if (fieldInfo.FieldType == typeof(int)) { var val = (int)fieldInfo.GetValue(value); PlayerPrefs.SetInt(fieldKey, val); } else if (fieldInfo.FieldType == typeof(float)) { var val = (float)fieldInfo.GetValue(value); PlayerPrefs.SetFloat(fieldKey, val); } else if (fieldInfo.FieldType == typeof(string)) { var val = (string)fieldInfo.GetValue(value); PlayerPrefs.SetString(fieldKey, val); } else if (fieldInfo.FieldType == typeof(long)) { var val = (long)fieldInfo.GetValue(value); SetLong(fieldKey, val); } // Unity val. else if (fieldInfo.FieldType == typeof(Vector2)) { var val = (Vector2)fieldInfo.GetValue(value); SetVector2(fieldKey, val); } else if (fieldInfo.FieldType == typeof(Vector3)) { var val = (Vector3)fieldInfo.GetValue(value); SetVector3(fieldKey, val); } else if (fieldInfo.FieldType == typeof(Quaternion)) { var val = (Quaternion)fieldInfo.GetValue(value); SetQuaternion(fieldKey, val); } else if (fieldInfo.FieldType == typeof(Color)) { var val = (Color)fieldInfo.GetValue(value); SetColor(fieldKey, val); } // array. else if (fieldInfo.FieldType == typeof(int[])) { var val = (int[])fieldInfo.GetValue(value); SetIntArray(fieldKey, val); } else if (fieldInfo.FieldType == typeof(float[])) { var val = (float[])fieldInfo.GetValue(value); SetFloatArray(fieldKey, val); } else if (fieldInfo.FieldType == typeof(string[])) { var val = (string[])fieldInfo.GetValue(value); SetStringArray(fieldKey, val); } else if (fieldInfo.FieldType == typeof(Quaternion[])) { var val = (Quaternion[])fieldInfo.GetValue(value); SetQuaternionArray(fieldKey, val); } else if (fieldInfo.FieldType == typeof(Color[])) { var val = (Color[])fieldInfo.GetValue(value); SetColorArray(fieldKey, val); } // list. else if (fieldInfo.FieldType == typeof(List <int>)) { var val = (List <int>)fieldInfo.GetValue(value); SetIntArray(fieldKey, val.ToArray()); } else if (fieldInfo.FieldType == typeof(List <float>)) { var val = (List <float>)fieldInfo.GetValue(value); SetFloatArray(fieldKey, val.ToArray()); } else if (fieldInfo.FieldType == typeof(List <string>)) { var val = (List <string>)fieldInfo.GetValue(value); SetStringArray(fieldKey, val.ToArray()); } else if (fieldInfo.FieldType == typeof(List <Quaternion>)) { var val = (Quaternion[])fieldInfo.GetValue(value); SetQuaternionArray(fieldKey, val.ToArray()); } else if (fieldInfo.FieldType == typeof(List <Color>)) { var val = (Color[])fieldInfo.GetValue(value); SetColorArray(fieldKey, val.ToArray()); } else { Debug.LogError("Unknown type."); } } } catch { return(false); } return(true); }
public void Add(string key, string value) { PlayerPrefs.SetString(key, value); PlayerPrefs.Save(); }
public void RecordTime() { PlayerPrefs.SetString(SceneManager.GetActiveScene().name, timeSpan.ToString("mm':'ss'.'ff")); Debug.Log(SceneManager.GetActiveScene().name + timeSpan.ToString("mm':'ss'.'ff")); }
private void GoToMap() { PlayerPrefs.SetString("lastLoadedScene", SceneManager.GetActiveScene().name); SceneManager.LoadScene("Map- Hexagon"); }
public void OnDestroy() { PlayerPrefs.SetString("UserProgramType", EmulatorManager.programType.ToString()); }
void OnApplicationQuit() { PlayerPrefs.SetInt("restartCount", 0); PlayerPrefs.SetString("seenTutorial", "false"); }
public void PlayerPrefsSetStringUTF8(string key, string val) { string valBase64 = System.Convert.ToBase64String(System.Text.Encoding.Unicode.GetBytes(val)); PlayerPrefs.SetString(key, valBase64); }
public void ClickMlog() { PlayerPrefs.SetString("facenumber", "0"); SceneManager.LoadScene("Mlog"); }
private void Awake() { #region Saved Data if (PlayerPrefs.HasKey("score") == false) { // Общий счет викторины PlayerPrefs.SetInt("score", 0); // Общее количество монет PlayerPrefs.SetInt("coins", 1000); // Прогресс категорий по странам PlayerPrefs.SetString("sets", "{\"arraySets\": [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]}"); // Количество правильных ответов PlayerPrefs.SetInt("countries-answer", 0); // Количество допущенных ошибок PlayerPrefs.SetInt("countries-error", 0); // Количество использованных подсказок PlayerPrefs.SetInt("countries-tips", 0); // Количество пропусков вопросов PlayerPrefs.SetInt("countries-pass", 0); // Прогресс викторины по фактам PlayerPrefs.SetString("facts", "{\"status\": []}"); // Количество завершенных подборок PlayerPrefs.SetInt("facts-quantity", 0); // Количество выигранных подборок PlayerPrefs.SetInt("facts-victory", 0); // Количество правильных ответов PlayerPrefs.SetInt("facts-answer", 0); // Количество допущенных ошибок PlayerPrefs.SetInt("facts-errors", 0); // Прогресс легендарных карточек PlayerPrefs.SetString("legends", "{\"status\": []}"); // Количество открытых карточек PlayerPrefs.SetInt("legends-open", 0); // Сохранение таблицы лидеров PlayerPrefs.SetString("leaders", "{\"Rating\": 0, \"Names\": [\"User\", \"User\", \"User\", \"User\", \"User\", \"User\", \"User\", \"User\", \"User\", \"User\"], \"Results\": [0, 0, 0, 0, 0, 0, 0, 0, 0, 0]}"); // Сохранение последней даты PlayerPrefs.SetInt("date", 0); // Ежедневный рекламный бонус PlayerPrefs.SetInt("bonus", 0); } #endregion #region Additional Saved Data // Прогресс по викторине с фотографиями if (PlayerPrefs.HasKey("photo-quiz") == false) { PlayerPrefs.SetString("photo-quiz", "{\"arraySets\": [0, 0]}"); // Количество успешно завершенных заданий PlayerPrefs.SetInt("photo-quiz-successfully", 0); // Количество правильных ответов PlayerPrefs.SetInt("photo-quiz-answer", 0); // Количество ошибок в заданиях PlayerPrefs.SetInt("photo-quiz-errors", 0); } // Отображение рекламных баннеров if (PlayerPrefs.HasKey("show-ads") == false) { PlayerPrefs.SetString("show-ads", "yes"); } #endregion PlayGamesPlatform.Activate(); }
public static void SaveSettings(string key, string data) { PlayerPrefs.SetString(key, data); }
public void Update() { if (selectP1.transform.position.x == -1.6f && !p1) { print("Entered"); if ((Input.GetAxisRaw("LeftJoystickX1") > .5 || Input.GetKeyDown(KeyCode.D)) && !p1) { if (Input.GetAxisRaw("LeftJoystickX1") > .5 && x1_isAxisInUse == false) { charList1[0].enabled = false; charList1[1].enabled = true; selectP1.transform.Translate(new Vector3(1.6f, 0f)); x1_isAxisInUse = true; } else if (Input.GetKeyDown(KeyCode.D)) { charList1[0].enabled = false; charList1[1].enabled = true; selectP1.transform.Translate(new Vector3(1.6f, 0f)); } } } else if (selectP1.transform.position.x == 1.6f && !p1) { print("Entered"); if (Input.GetAxisRaw("LeftJoystickX1") < -.5 || Input.GetKeyDown(KeyCode.A)) { if (Input.GetAxisRaw("LeftJoystickX1") < -.5 && x_isAxisInUse == false) { charList1[1].enabled = true; selectP1.transform.Translate(new Vector3(-1.6f, 0f)); x1_isAxisInUse = true; } else if (Input.GetKeyDown(KeyCode.A)) { charList1[1].enabled = true; selectP1.transform.Translate(new Vector3(-1.6f, 0f)); } ; } } else if (!p1) { if (Input.GetAxisRaw("LeftJoystickX1") > .5 || Input.GetKeyDown(KeyCode.D)) { if (Input.GetAxisRaw("LeftJoystickX1") > .5 && x1_isAxisInUse == false) { charList1[1].enabled = false; selectP1.transform.Translate(new Vector3(1.6f, 0f)); x1_isAxisInUse = true; } else if (Input.GetKeyDown(KeyCode.D)) { charList1[1].enabled = false; selectP1.transform.Translate(new Vector3(1.6f, 0f)); } } if (Input.GetAxisRaw("LeftJoystickX1") < -.5 || Input.GetKeyDown(KeyCode.A)) { if (Input.GetAxisRaw("LeftJoystickX1") < -.5 && x1_isAxisInUse == false) { charList1[1].enabled = false; charList1[0].enabled = true; selectP1.transform.Translate(new Vector3(-1.6f, 0f)); x1_isAxisInUse = true; } else if (Input.GetKeyDown(KeyCode.A)) { charList1[1].enabled = false; charList1[0].enabled = true; selectP1.transform.Translate(new Vector3(-1.6f, 0f)); } } } if (Input.GetButtonDown("X1") || Input.GetKeyDown(KeyCode.R)) { if (charList1[0].enabled) { p1select = 0; p1 = true; PlayerPrefs.SetString("Player1", "Orange"); readyText1.enabled = true; } else if (charList1[1].enabled) { p1select = 1; p1 = true; PlayerPrefs.SetString("Player1", "Blue"); readyText1.enabled = true; } } //Player 2 Select if (selectP2.transform.position.x == -1.6f && !p2) { if (Input.GetAxisRaw("LeftJoystickX") > .5 || Input.GetKeyDown(KeyCode.RightArrow)) { if (Input.GetAxisRaw("LeftJoystickX") > .5 && x_isAxisInUse == false) { charList2[0].enabled = false; charList2[1].enabled = true; Debug.Log("IN HERE DUMMY"); selectP2.transform.Translate(new Vector3(1.6f, 0f)); x_isAxisInUse = true; } else if (Input.GetKeyDown(KeyCode.RightArrow)) { charList2[0].enabled = false; charList2[1].enabled = true; selectP2.transform.Translate(new Vector3(1.6f, 0f)); } } } else if (selectP2.transform.position.x == 1.6f && !p2) { if (Input.GetAxisRaw("LeftJoystickX") < -.5 || Input.GetKeyDown(KeyCode.LeftArrow)) { if (Input.GetAxisRaw("LeftJoystickX") < -.5 && x_isAxisInUse == false) { charList2[1].enabled = true; selectP2.transform.Translate(new Vector3(-1.6f, 0f)); x_isAxisInUse = true; } else if (Input.GetKeyDown(KeyCode.LeftArrow)) { charList2[1].enabled = true; selectP2.transform.Translate(new Vector3(-1.6f, 0f)); } } } else if (!p2) { if (Input.GetAxisRaw("LeftJoystickX") > .5 || Input.GetKeyDown(KeyCode.RightArrow)) { if (Input.GetAxisRaw("LeftJoystickX") > .5 && x_isAxisInUse == false) { charList2[1].enabled = false; Debug.Log("No IN HERE DUMMY"); selectP2.transform.Translate(new Vector3(1.6f, 0f)); x_isAxisInUse = true; } else if (Input.GetKeyDown(KeyCode.RightArrow)) { charList2[1].enabled = false; selectP2.transform.Translate(new Vector3(1.6f, 0f)); } } if (Input.GetAxisRaw("LeftJoystickX") < -.5 || Input.GetKeyDown(KeyCode.LeftArrow)) { if (Input.GetAxisRaw("LeftJoystickX") < -.5 && x_isAxisInUse == false) { charList2[1].enabled = false; charList2[0].enabled = true; selectP2.transform.Translate(new Vector3(-1.6f, 0f)); x_isAxisInUse = true; } else if (Input.GetKeyDown(KeyCode.LeftArrow)) { charList2[1].enabled = false; charList2[0].enabled = true; selectP2.transform.Translate(new Vector3(-1.6f, 0f)); } } } if (Input.GetButtonDown("X") || Input.GetKeyDown(KeyCode.K)) { if (charList2[0].enabled) { p2select = 0; p2 = true; PlayerPrefs.SetString("Player2", "Orange"); readyText2.enabled = true; } else if (charList2[1].enabled) { p2select = 1; p2 = true; PlayerPrefs.SetString("Player2", "Blue"); readyText2.enabled = true; } } if (Input.GetAxisRaw("LeftJoystickX") == 0) { x_isAxisInUse = false; } if (Input.GetAxisRaw("LeftJoystickX1") == 0) { x1_isAxisInUse = false; } // ready to start da fight!!! if (p1 && p2) { SceneManager.LoadScene("MahdiGameTestingScene"); } //player 1 toggle characters //if (Input.GetKeyDown(KeyCode.D)) //{ // charList1[index1].SetActive(false); // index1++; // if (index1 == charList1.Length) // { // index1 = 0; // } // charList1[index1].SetActive(true); //} //if (Input.GetKey(KeyCode.A)) //{ // charList1[index1].SetActive(false); // index1--; // if (index1 < 0) // { // index1 = 0; // } // charList1[index1].SetActive(true); //} //if (Input.GetKey(KeyCode.S)) //{ //} }
// Use this for initialization void Start() { // Debug.LogError("Onee"+PlayerPrefs.GetInt("China/a-1")); // Debug.LogError("tree"+PlayerPrefs.GetInt("China/a-3")); // Debug.LogError("four"+PlayerPrefs.GetInt("China/a-4")); // // // // // Debug.Log("impp"+PlayerPrefs.GetString("GrillsUpgrade")); _instance = this; #if UNITY_IOS || UNITY_IPHONE Chartboost.cacheInterstitial(CBLocation.Default); Debug.Log("Chartboostcaching @Menumanager"); #elif UNITY_ANDROID #endif Application.targetFrameRate = 120; AchievementChild.check_claim = (PlayerPrefs.GetInt("claimvalue")); //PlayerPrefs.DeleteAll (); if (!PlayerPrefs.HasKey("PlateUpgrade")) { PlayerPrefs.SetString("Golds", EncryptionHandler64.Encrypt("1")); PlayerPrefs.SetString("TotalScore", EncryptionHandler64.Encrypt("100")); PlayerPrefs.SetString("Cupcake", EncryptionHandler64.Encrypt("0")); PlayerPrefs.SetString("Handcuff", EncryptionHandler64.Encrypt("0")); PlayerPrefs.SetString("GrillsUpgrade", EncryptionHandler64.Encrypt("0")); PlayerPrefs.SetString("USCokeUpgrade", EncryptionHandler64.Encrypt("0")); PlayerPrefs.SetString("PlateUpgrade", EncryptionHandler64.Encrypt("0")); PlayerPrefs.SetString("USStars", EncryptionHandler64.Encrypt("0")); PlayerPrefs.SetString("USLevels", EncryptionHandler64.Encrypt("0")); PlayerPrefs.SetString("US_TableCover", "US/base-flat-1"); PlayerPrefs.SetString("US_TableTop", "US/top-floor-1"); PlayerPrefs.SetInt("US/base-flat-1", 1); PlayerPrefs.SetInt("US/top-floor-1", 1); PlayerPrefs.SetString("AusLevels", EncryptionHandler64.Encrypt("0")); PlayerPrefs.SetString("ItalyLevels", EncryptionHandler64.Encrypt("0")); PlayerPrefs.SetString("ChinaLevels", EncryptionHandler64.Encrypt("0")); PlayerPrefs.SetString("ItalyStars", EncryptionHandler64.Encrypt("0")); PlayerPrefs.SetString("Italy_TableCover", "Italy/1"); PlayerPrefs.SetString("Italy_TableTop", "Italy/top-strip-1"); PlayerPrefs.SetString("ItalyPlateUpgrade", EncryptionHandler64.Encrypt("0")); PlayerPrefs.SetString("ItalyCokeUpgrade", EncryptionHandler64.Encrypt("0")); PlayerPrefs.SetString("OvenUpgrade", EncryptionHandler64.Encrypt("0")); PlayerPrefs.SetInt("Italy/1", 1); PlayerPrefs.SetInt("Italy/top-strip-1", 1); PlayerPrefs.SetString("ChinaStars", EncryptionHandler64.Encrypt("0")); PlayerPrefs.SetString("China_TableCover", "China/1"); PlayerPrefs.SetString("China_TableTop", "China/a-1"); PlayerPrefs.SetString("ChinaPlateUpgrade", EncryptionHandler64.Encrypt("0")); PlayerPrefs.SetString("ChinaBowlsUpgrade", EncryptionHandler64.Encrypt("0")); PlayerPrefs.SetString("ChinaPansUpgrade", EncryptionHandler64.Encrypt("0")); PlayerPrefs.SetString("ChinaSoupContainerUpgrade", EncryptionHandler64.Encrypt("0")); PlayerPrefs.SetInt("China/1", 1); PlayerPrefs.SetInt("China/a-1", 1); PlayerPrefs.SetString("AusStars", EncryptionHandler64.Encrypt("0")); PlayerPrefs.SetString("Aus_TableCover", "Aus/1"); PlayerPrefs.SetString("Aus_TableTop", "Aus/top-shed-1"); PlayerPrefs.SetString("AusPlateUpgrade", EncryptionHandler64.Encrypt("0")); PlayerPrefs.SetString("FriesUpgrade", EncryptionHandler64.Encrypt("0")); PlayerPrefs.SetString("AusCokeUpgrade", EncryptionHandler64.Encrypt("0")); PlayerPrefs.SetString("AusGrillsUpgrade", EncryptionHandler64.Encrypt("0")); PlayerPrefs.SetInt("Aus/1", 1); PlayerPrefs.SetInt("Aus/top-shed-1", 3); PlayerPrefs.SetInt("Upgrade2", 1); } // PlayerPrefs.SetInt ("ItalyOpen", 1); // PlayerPrefs.SetInt ("ChinaOpen", 1); // PlayerPrefs.SetString("Golds",EncryptionHandler64.Encrypt ("100")); // PlayerPrefs.SetString ("ChinaSoupContainerUpgrade",EncryptionHandler64.Encrypt ("0")); golds = (int)EncryptionHandler64.Decrypt(PlayerPrefs.GetString("Golds")); totalscore = (int)EncryptionHandler64.Decrypt(PlayerPrefs.GetString("TotalScore")); cupcakeNo = (int)EncryptionHandler64.Decrypt(PlayerPrefs.GetString("Cupcake")); handcuffNo = (int)EncryptionHandler64.Decrypt(PlayerPrefs.GetString("Handcuff")); }
public void SetName(string name) { PlayerPrefs.SetString("PlayerName", name); }
public static void SetValue(string val, ref ValueKey <string> valueKey) { valueKey.value = val; PlayerPrefs.SetString(valueKey.key, valueKey.value); }
//############################################################# Est appelé toutes les secondes après le début void Update() { float x = Player.transform.position.x; float z = Player.transform.position.z; //############################################################# Deplace la lumière et la caméra sur le joueur Lumière.transform.position = new Vector3(x, 8f, z); Cam.transform.position = new Vector3(x, 8f, z); //############################################################# Verifier si le joueur est proche du trou et le prevenir en seccouant la cam if (Trou.transform.position.x + 1.3 >= x && x >= Trou.transform.position.x - 1.3 && Trou.transform.position.z + 1.3 >= z && z >= Trou.transform.position.z - 1.3) { Cam.transform.localPosition = new Vector3(Random.Range(x - 0.05f, x + 0.05f), 8f, Random.Range(z - 0.05f, z + 0.05f)); Evenements.color = new Color(255, 222, 0, 255); Evenements.GetComponent <Text>().text = "Attention! Le sol est instable"; Tpevent = (int)time; } //############################################################# Revenir en arrière avec la touche android if (Input.GetKeyDown(KeyCode.Escape)) { SceneManager.LoadScene("Options", LoadSceneMode.Single); } //############################################################# On vérifie si on doit retirer l'event au bout de 3sec pour le message et le fond et 1sec pour l'anim des pic if (Evenements.GetComponent <Text>().text != "") { if (Tpevent + 3 <= (int)time) { Evenements.color = new Color(255, 222, 0, 255); Evenements.GetComponent <Text>().text = ""; Fond.color = new Color32(0, 0, 0, 0); Pic1.transform.localScale = new Vector3(0.25f, 0.25f, 1f); Pic2.transform.localScale = new Vector3(0.25f, 0.25f, 1f); Pic3.transform.localScale = new Vector3(0.25f, 0.25f, 1f); } } Tour.GetComponent <Text>().text = Ntour.ToString("0"); Debug.DrawRay(transform.position, transform.forward); if (joueur == "player") { //############################################################# Si il ne n'est pas en deplacement rechercher les cases accessible if (!deplacement) { FindSelectableTiles(); VerifClic(); } else { Mouvement(); } } else { } //############################################################## Chronomètre time += 1 * Time.deltaTime; Chrono.GetComponent <Text>().text = time.ToString("0"); //############################################################## On verifie si le poison est encore actif, et dois enlever de la vie if (poison == true) { if ((int)time == (int)Tpoison + 5 && vie > 1) { vie--; Debug.Log("Vie=" + vie); Tpoison = (int)time; } } //############################################################## On verifie si il reste de la vie if (vie == 3) { Coeur1.color = new Color(255, 255, 255, 255); Coeur2.color = new Color(255, 255, 255, 255); Coeur3.color = new Color(255, 255, 255, 255); } if (vie == 2) { Coeur1.color = new Color(0, 0, 0, 0); Coeur2.color = new Color(255, 255, 255, 255); Coeur3.color = new Color(255, 255, 255, 255); } else { if (vie == 1) { Coeur1.color = new Color(0, 0, 0, 0); Coeur2.color = new Color(0, 0, 0, 0); Coeur3.color = new Color(255, 255, 255, 255); } else { if (vie == 0) { Handheld.Vibrate(); Coeur3.color = new Color(0, 0, 0, 0); Debug.Log("Plus de vie, Défaite!"); PlayerPrefs.SetString("mort", "pic"); SceneManager.LoadScene("Defaite"); } } } }