// Use this for initialization void Start() { Debug.Log("player:: " + PlayerStats.won_index); Debug.Log("AI:: " + AIStats.won_index); moneyEarned_txt = moneyEarned_object.GetComponent <Text>(); // initialize variables from the preferences. stars_earned = PlayerPrefs.GetInt("stars_num"); money_earned = PlayerPrefs.GetInt("money_won"); Debug.Log("win_index:: " + PlayerStats.won_index); // load player board winner. if (PlayerStats.won_index > -1) { for (int i = 0; i < 16; i++) { PlayerStats.boards[PlayerStats.won_index].cards[i] = board.GetChild(0).GetChild(i); } PlayerStats.LoadBoard(PlayerStats.won_index); } // load AI board winner. else if (AIStats.won_index > -1) { for (int i = 0; i < 16; i++) { AIStats.boards[AIStats.won_index].cards[i] = board.GetChild(0).GetChild(i); } AIStats.LoadBoard(); } // AI won. if (AIStats.won_index > -1) { stars_earned = 0; money_earned = Random.Range(5, 10); player_won = false; if (PlayerStats.coins - money_earned > 0) { PlayerStats.coins -= money_earned; } else { PlayerStats.coins = 0; } SaveLoadController.SaveStats(PlayerStats.coins, PlayerStats.stars, "player_stats.sav"); } // Player won. else if (PlayerStats.won_index > -1) { player_won = true; PlayerStats.coins += money_earned; PlayerStats.stars += stars_earned; SaveLoadController.SaveStats(PlayerStats.coins, PlayerStats.stars, "player_stats.sav"); } // update user stats (money, exp). StartCoroutine(StarAwards(stars_earned)); StartCoroutine(MoneyAwards(money_earned)); StartCoroutine(GoToScene(0)); }