Fixed Formatting

Removed unused variables
Added Save() to OnDestroy() within all scripts related to PlayerData
This commit is contained in:
Shaun Reed 2017-09-03 19:47:23 -04:00
parent a339149a71
commit 90948610cd
5 changed files with 173 additions and 108 deletions

Binary file not shown.

View File

@ -4,16 +4,14 @@ using UnityEngine.UI;
public class ExperienceBar : MonoBehaviour {
// Eventually.. public RectTransform gainedExp
//Array used as expRequired[leveldesired]
//playerdata - needs saved
//Playerdata -- Needs saved
public int currentLevel = 1;
public float currentExp = 0;
public float currentRequirement = 100;
public GameObject currentLevelText;
[SerializeField]
private GameObject currentLevelText;
[SerializeField]
private float fillAmount;
[SerializeField]
@ -34,6 +32,11 @@ public class ExperienceBar : MonoBehaviour {
fillAmount = currentExp / currentRequirement;
}
public void OnDestroy()
{
GameObject.FindGameObjectWithTag("GameController").GetComponent<GameManager>().Save();
}
// Update is called once per frame
void Update () {
fillAmount = currentExp / currentRequirement;

View File

@ -20,17 +20,17 @@ public class GameManager : MonoBehaviour {
public float increment;
}
// Update is called once per frame
void Update () {
}
// Use this for initialization
void Start () {
Load();
}
// Update is called once per frame
void Update () {
}
void OnEnable()
{
Load();
@ -67,7 +67,6 @@ public class GameManager : MonoBehaviour {
bf.Serialize(file, data);
file.Close();
Debug.Log("Saved");
}
public void Load()
@ -85,11 +84,6 @@ public class GameManager : MonoBehaviour {
GameObject.FindGameObjectWithTag("ExpGained").GetComponent<ExperienceBar>().currentExp = data.experience;
GameObject.FindGameObjectWithTag("ExpGained").GetComponent<ExperienceBar>().currentRequirement = data.requirement;
Debug.Log("Loaded");
}
}
}

View File

@ -5,113 +5,117 @@ public class SpinningCube : MonoBehaviour
{
//Playerdata -- Needs saved
public float currentSpeed = 20f;
public float currentIncrement = 10f;
public float currentSpeed = 20f;
public float currentIncrement = 10f;
private string RotationDirection = "Up";
private Vector3 m_RotationDirection = Vector3.up;
private Vector3 rotationOrigin;
private Vector3 stopRotation = Vector3.zero;
private Vector3 tempRotation;
private float angle2 = 0;
private float angledif, angle1;
private float angleSum = 0;
private string RotationDirection = "Up";
private Vector3 m_RotationDirection = Vector3.up;
private Vector3 rotationOrigin;
private Vector3 stopRotation = Vector3.zero;
private Vector3 tempRotation;
private float angle2 = 0;
private float angledif, angle1;
private float angleSum = 0;
[SerializeField]
private int rotations;
private int rotations;
public void OnDestroy()
{
GameObject.FindGameObjectWithTag("GameController").GetComponent<GameManager>().Save();
}
public void ToggleRotationDirection()
{
{
if (m_RotationDirection == Vector3.up)
{
m_RotationDirection = Vector3.down;
RotationDirection = "Down";
}
else
{
m_RotationDirection = Vector3.up;
RotationDirection = "Up";
}
Debug.Log("Toggled rotation direction: " + RotationDirection);
}
public void ToggleRotation()
if (m_RotationDirection == Vector3.up)
{
Debug.Log("Stopping Rotation. Last known rotation direction: " + RotationDirection);
stopRotation = Vector3.zero;
if (m_RotationDirection == stopRotation)
{
m_RotationDirection = tempRotation;
}
else {
tempRotation = m_RotationDirection;
m_RotationDirection = stopRotation;
}
m_RotationDirection = Vector3.down;
RotationDirection = "Down";
}
public void RaiseRotationSpeed()
else
{
currentSpeed = currentSpeed + currentIncrement;
Debug.Log("Rotation Speed: " + currentSpeed);
m_RotationDirection = Vector3.up;
RotationDirection = "Up";
}
Debug.Log("Toggled rotation direction: " + RotationDirection);
public void LowerRotationSpeed()
}
public void ToggleRotation()
{
Debug.Log("Stopping Rotation. Last known rotation direction: " + RotationDirection);
stopRotation = Vector3.zero;
if (m_RotationDirection == stopRotation)
{
currentSpeed = currentSpeed - currentIncrement;
Debug.Log("Rotation Speed: " + currentSpeed);
m_RotationDirection = tempRotation;
}
public void ResetRotationSpeed()
{
currentSpeed = 20.0f;
Debug.Log("Rotation Speed Reset");
else {
tempRotation = m_RotationDirection;
m_RotationDirection = stopRotation;
}
}
public void ChangeColorWhite()
{
GameObject.FindGameObjectsWithTag("Player");
gameObject.GetComponent<Renderer>().material.color = Color.white;
}
public void RaiseRotationSpeed()
{
currentSpeed = currentSpeed + currentIncrement;
Debug.Log("Rotation Speed: " + currentSpeed);
}
public void ChangeColorBlue()
{
gameObject.GetComponent<Renderer>().material.color = Color.blue;
}
public void LowerRotationSpeed()
{
currentSpeed = currentSpeed - currentIncrement;
Debug.Log("Rotation Speed: " + currentSpeed);
}
public void ChangeColorBlack()
{
gameObject.GetComponent<Renderer>().material.color = Color.black;
}
public void ResetRotationSpeed()
{
currentSpeed = 20.0f;
Debug.Log("Rotation Speed Reset");
}
public void ChangeColorGreen()
{
gameObject.GetComponent<Renderer>().material.color = Color.green;
}
public void ChangeColorWhite()
{
GameObject.FindGameObjectsWithTag("Player");
gameObject.GetComponent<Renderer>().material.color = Color.white;
}
public void ChangeColorRed()
{
gameObject.GetComponent<Renderer>().material.color = Color.red;
}
public void ChangeColorBlue()
{
gameObject.GetComponent<Renderer>().material.color = Color.blue;
}
public void ChangeColorMagenta()
{
gameObject.GetComponent<Renderer>().material.color = Color.magenta;
}
public void ChangeColorBlack()
{
gameObject.GetComponent<Renderer>().material.color = Color.black;
}
public void ChangeColorYellow()
{
gameObject.GetComponent<Renderer>().material.color = Color.yellow;
}
public void ChangeColorGreen()
{
gameObject.GetComponent<Renderer>().material.color = Color.green;
}
public void ChangeColorCyan()
{
gameObject.GetComponent<Renderer>().material.color = Color.cyan;
}
public void ChangeColorRed()
{
gameObject.GetComponent<Renderer>().material.color = Color.red;
}
public void ChangeColorMagenta()
{
gameObject.GetComponent<Renderer>().material.color = Color.magenta;
}
public void ChangeColorYellow()
{
gameObject.GetComponent<Renderer>().material.color = Color.yellow;
}
public void ChangeColorCyan()
{
gameObject.GetComponent<Renderer>().material.color = Color.cyan;
}
void FixedUpdate()
{
@ -126,7 +130,7 @@ public class SpinningCube : MonoBehaviour
//rotations += (int)(m_Speed / 360);
//if object is rotating, and angle difference is less than 0
//If object has rotated 20 degrees (m_speed = 20), when angle1 = 350, && angle2 = 10
//If object has rotated 20 degrees (currentSpeed = 20), when angle1 = 350, && angle2 = 10
//angle2(10)-angle1(350) = -340
//Object has rotated past 360
if ((currentSpeed > 0) && (angledif < 0))

View File

@ -1,15 +1,19 @@
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
public class ToggleMenus : MonoBehaviour
{
//Menus
public GameObject RotMenu;
public GameObject ColorMenu;
public GameObject ShapesMenu;
public GameObject LightingMenu;
public GameObject ExpMenu;
private bool ActiveMenu = false;
//Shapes - Prefabs
public GameObject Square;
public GameObject Sphere;
public GameObject Cylinder;
@ -17,16 +21,30 @@ public class ToggleMenus : MonoBehaviour
public GameObject Temp;
public GameObject mySpawn;
private string Spawn = "Spawn";
private string Active = "Cube";
private bool ActiveMenu = false;
//Use with lighting menu
//private GameObject lighting = GameObject.FindGameObjectWithTag("Lighting");
public float lightRotX, lightRotY, lightRotZ;
public GameObject[] buttons;
// Use this for initialization
void Start()
{
Temp = Square;
lightRotX = 0;
lightRotY = 0;
lightRotZ = 0;
EditLightingRotation();
//EditLightingLocation();
}
public void Update()
{
GameObject.FindGameObjectWithTag("Lighting").transform.Rotate(lightRotX, lightRotY, lightRotZ);
}
public void ToggleRotationMenu()
@ -133,7 +151,6 @@ public class ToggleMenus : MonoBehaviour
ColorMenu.gameObject.SetActive(false);
LightingMenu.gameObject.SetActive(false);
ExpMenu.gameObject.SetActive(false);
}
public void ChangeShapeSquare()
@ -172,4 +189,51 @@ public class ToggleMenus : MonoBehaviour
Debug.Log(Active);
}
public void EditLightingRotation()
{
buttons = GameObject.FindGameObjectsWithTag("RotationMenuButtons");
foreach (Object button in buttons)
{
gameObject.GetComponent<Button>().onClick.RemoveAllListeners();
}
GameObject.Find("X Button").GetComponent<Button>().onClick.AddListener(() => { EditLightingRotationX(); });
GameObject.Find("Y Button").GetComponent<Button>().onClick.AddListener(() => { EditLightingRotationY(); });
GameObject.Find("Z Button").GetComponent<Button>().onClick.AddListener(() => { EditLightingRotationZ(); });
}
public void EditLightingLocation()
{
buttons = GameObject.FindGameObjectsWithTag("RotationMenuButtons");
foreach (Object button in buttons)
{
gameObject.GetComponent<Button>().onClick.RemoveAllListeners();
}
//
//CHANGE THESE TO LOCATION NOT ROTATION
//
GameObject.Find("X Button").GetComponent<Button>().onClick.AddListener(() => { EditLightingRotationX(); });
GameObject.Find("Y Button").GetComponent<Button>().onClick.AddListener(() => { EditLightingRotationY(); });
GameObject.Find("Z Button").GetComponent<Button>().onClick.AddListener(() => { EditLightingRotationZ(); });
}
public void EditLightingLocationX()
{
//lightRotX = 20 * Time.deltaTime;
}
public void EditLightingRotationX()
{
lightRotX = 20 * Time.deltaTime;
}
public void EditLightingRotationY()
{
lightRotY = 20 * Time.deltaTime;
}
public void EditLightingRotationZ()
{
lightRotZ = 20 * Time.deltaTime;
}
}