private void OnEnable() { // es un nuevo usuario es necesario validarlo, solo se aceptan 10 puntajes scoreManager.UpdatePlayerScoreList(); golist = new List <GameObject>(); SL_playersScoreList save = new SL_playersScoreList(); save.scores = new SL_playersScoreList[10]; string[] names = scoreManager.GetPlayerNames(); int rank = 0; foreach (string name in names) { rank++; int _score = scoreManager.GetScore(name); GameObject go = (GameObject)Instantiate(playerScoreEntryPrefab); go.transform.SetParent(this.transform); //go.GetComponent<RectTransform>().anchoredPosition = GetComponent<RectTransform>().anchoredPosition; go.transform.localScale = Vector3.one; go.GetComponent <PlayerScoreEntry>().SetPlayerScoreData(rank, name, _score); go.SetActive(true); golist.Add(go); save.scores[rank - 1] = new SL_playersScoreList(name, _score); //print(name.ToString() + " / " + _score); } //guardo los puntajes //busoc si se encuentra alguna memoria guardada Helper.SavePlayersScore(NameDictionary.playerScoreListKey_lvl_01, save); }
void Init() { if (playerScores != null) { return; } playerScores = new Dictionary <string, int>(); //busoc si se encuentra alguna memoria guardada SL_playersScoreList load = (SL_playersScoreList)Helper.LoadPlayersScore(NameDictionary.playerScoreListKey_lvl_01); if (load != null) { foreach (SL_playersScoreList sl in load.scores) { SetScore(sl.name, sl.score); } print("Se cargo la memoria de < " + NameDictionary.playerScoreListKey_lvl_01 + " >"); } else { //default data //SetScore("Nuevo record", 0); SetScore("Barto14", 100); SetScore("Garfield", 200); SetScore("Luffy", 300); SetScore("Balrog", 400); SetScore("JustinWong", 500); SetScore("OnePunch1", 600); SetScore("ElGato", 700); SetScore("Homero", 800); SetScore("KillYou", 900); SetScore("KissMe", 1000); print("Lista por default"); } //print("---------------"); }