// Use this for initialization void Start() { #region selector = GameObject.FindGameObjectWithTag("gamestats").GetComponent <Sceneselector>(); saveload = GameObject.FindGameObjectWithTag("gamestats").GetComponent <SaveLoad>(); gamestats = GameObject.FindGameObjectWithTag("gamestats").GetComponent <Gamestats>(); saveload.Loadprofile(); saveload.Load(gamestats.profile_name); alllevels = selector.scenes; #endregion //for (int i = 0; i < gamestats.LevelScore.Count; i++) //{ // Debug.Log(gamestats.LevelScore[i] ); // Debug.Log("HOla"); //} for (int i = 0; i < (alllevels.Length); i++) { f++; if (f != 1 && ((f - 1) % 4 == 0)) { total = f; select_offsetx += 125; select_offsety -= 85 * 4; } if (i != alllevels.Length) { //select_offsetx = 230; select_offsety += 85; } offsetx.Add(select_offsetx); offsety.Add(select_offsety); } for (int i = 0; i < gamestats.LevelScore.Count; i++) { if (gamestats.LevelScore.ContainsKey(i) == true) { int value; Debug.Log(gamestats.LevelScore[i]); gamestats.LevelScore.TryGetValue(i, out value); gamestats.money += value; } else { Debug.Log("Not found sir :("); } } }
private static void UpdateNames(UnityEditor.MenuCommand command) { Sceneselector context = (Sceneselector)command.context; context.scenes = ReadNames(); }