// Use this for initialization void Start() { GameObject counter = GameObject.Find("ChooseBackground"); level = counter.GetComponent <SmallIntestineLoadLevelCounter> (); levelnum = level.getTutorialNum(); if (levelnum == 0) { PlayerPrefs.SetInt("SITowerPlaceTutorial", 1); PlayerPrefs.SetInt("SIGlowTutorial", 0); PlayerPrefs.SetInt("SIUpdateTutorial", 0); PlayerPrefs.SetInt("SINutrientsTutorial", 1); PlayerPrefs.SetInt("SISpeedTutorial", 1); PlayerPrefs.SetInt("SIFatsTutorial", 0); } if (levelnum == 1) { PlayerPrefs.SetInt("SITowerPlaceTutorial", 0); PlayerPrefs.SetInt("SIGlowTutorial", 0); PlayerPrefs.SetInt("SIUpdateTutorial", 0); PlayerPrefs.SetInt("SINutrientsTutorial", 0); PlayerPrefs.SetInt("SISpeedTutorial", 0); PlayerPrefs.SetInt("SIFatsTutorial", 1); } if (levelnum == 2) { PlayerPrefs.SetInt("SITowerPlaceTutorial", 1); PlayerPrefs.SetInt("SIGlowTutorial", 0); PlayerPrefs.SetInt("SIUpdateTutorial", 1); PlayerPrefs.SetInt("SINutrientsTutorial", 0); PlayerPrefs.SetInt("SISpeedTutorial", 0); PlayerPrefs.SetInt("SIFatsTutorial", 0); } PlayerPrefs.Save(); }
public bool end = false; //!< to remember if we are done reading new waves from a script /** * Use this for initialization * Check if game was loaded properly. If not reload. * Start spawning waves. */ void Start() { level = null; // initially set the reference to null GameObject counter = GameObject.Find("ChooseBackground"); // try to find an instance of the background chooser if (counter != null) // if the counter is not null we can continue as normal with initialization { // if the counter was there we can just get the level level = counter.GetComponent <SmallIntestineLoadLevelCounter> (); } else // if we start the level from the game itself just start at level 0, 1, or 2 appropriately { // this part should only happen if we start the game from the wrong scene in the unity editor // if the counter wasn't there reload properly // this will reload the entire game from the level it was supposed to be loaded from if (Application.loadedLevelName == "SmallIntestineTutorial") { // if we load directly from the tutorial scene, then reload the si game from level 0 PlayerPrefs.SetInt("DesiredSILevel", 0); PlayerPrefs.Save(); Application.LoadLevel("LoadLevelSmallIntestine"); } else if (Application.loadedLevelName == "SmallIntestineOdd") { // if we load directly from the si odd scene, then reload the si game from level 1 PlayerPrefs.SetInt("DesiredSILevel", 1); PlayerPrefs.Save(); Application.LoadLevel("LoadLevelSmallIntestine"); } else if (Application.loadedLevelName == "SmallIntestineEven") { // if we load directly from the si even scene, then reload the game from level 2 PlayerPrefs.SetInt("DesiredSILevel", 2); PlayerPrefs.Save(); Application.LoadLevel("LoadLevelSmallIntestine");; } } // load in the script info if (counter != null) // guard check to prevent this code from executing before the game is reloaded { // start loading in the script loadScript = new LoadScript(); // create a new script loader //if (!level.getTutorial ()) { //if not tutorial waves = loadScript.loadIntestineLevel(level.getLevel(), level.isTutorial(), level.getTutorialNum()); // get the waves for the correct script currentWave = 0; // set the current wave index to 0 waveDelay = waves[0].startDelay; // get the start delay from the first parsed wave waveTime = waves[0].runTime; // get the run time from the first parsed wave SpawnInterval = waves[0].nutrientSpawnInterval; // get the nutrient spawn interval from the first parsed wave speed = waves[0].nutrientSpeed; // get the nutrient speed from the first parsed wave availableColors = waves[0].colors; // get the colors for the first parsed wave minNutrients = waves[0].minBlobs; // get the min blobs for the first parsed wave maxNutrients = waves[0].maxBlobs; // get the max blobs for the first parsed wave m_TimeSinceLastSpawn = 0f; // start the timesincelastspawn variable to 0 } // we don't use debug config in the tutorial level so check that we aren't in the tutorial level before // we look for a reference to the debugger to get the debug script if (Application.loadedLevelName != "SmallIntestineTutorial") { debugConfig = ((GameObject)GameObject.Find("Debug Config")).GetComponent <DebugConfig>(); } }