Unity Displaying Best Times - c#

I am creating a small game with five levels and a timer to see how fast the player can complete all five levels. I have a script that is supposed to take the finished time from the timer and convert it to a PlayerPref so that it can always be saved to the leaderboard. Eash leaderboard entry is its own separate text object, with its own script.
public class ScoreTimer01 : MonoBehaviour
{
public Text theText;
public void Awake()
{
theText.text = GetComponent<Text>().text;
if (PlayerPrefs.HasKey("time0"))
{
theText.text = PlayerPrefs.GetFloat("time0").ToString("mm':'ss'.'ff");
}
else
{
theText.text = "0";
}
}
}
But the leaderboard texts never change, is there something that I am missing?
Here is the timer script:
public class Timer : MonoBehaviour
{
Text text;
float theTime;
public float speed = 1;
public static bool playing;
static List<float> bestTimes = new List<float>();
static int totalScores = 5;
void Awake()
{
LoadTimes();
}
// Start is called before the first frame update
void Start()
{
text = GetComponent<Text>();
playing = true;
}
static public void EndTimer()
{
playing = false;
CheckTime(FinalTime.finalTime);
}
// Update is called once per frame
void Update()
{
if(playing == true)
{
TimerController.theTime += Time.deltaTime * speed;
int minutes = (int)(TimerController.theTime / 60f) % 60;
int seconds = (int)(TimerController.theTime % 60f);
int milliseconds = (int)(TimerController.theTime * 1000f) % 1000;
text.text = "Time: " + minutes.ToString("D2") + ":" + seconds.ToString("D2") + ":" + milliseconds.ToString("D2");
}
}
static public void LoadTimes()
{
for (int i = 0; i < totalScores; i++)
{
string key = "time" + i;
if (PlayerPrefs.HasKey(key))
{
bestTimes.Add(PlayerPrefs.GetFloat(key));
}
}
}
static public void CheckTime(float time)
{
// if there are not enough scores in the list, go ahead and add it
if (bestTimes.Count < totalScores)
{
bestTimes.Add(time);
// make sure the times are in order from highest to lowest
bestTimes.Sort((a, b) => b.CompareTo(a));
SaveTimes();
}
else
{
for (int i = 0; i < bestTimes.Count; i++)
{
// if the time is smaller, insert it
if (time < bestTimes[i])
{
bestTimes.Insert(i, time);
// remove the last item in the list
bestTimes.RemoveAt(bestTimes.Count - 1);
SaveTimes();
break;
}
}
}
}
static public void SaveTimes()
{
for (int i = 0; i < bestTimes.Count; i++)
{
string key = "time" + i;
PlayerPrefs.SetFloat(key, bestTimes[i]);
}
}
void OnDestroy()
{
PlayerPrefs.Save();
}
}
I can't figure out if the PlayerPrefs are not saving correctly or the script to change the text is incorrect. I am very new to C# and unity as a whole, so any help is appreciated.

Related

I want GameTipUI with a blank space for a certain amount of time and certain message for a certain amount of time using CoRoutine

I want GameTipUI with a blank space for a certain amount of time and certain message(==NormalGuideTip) for a certain amount of time using CoRoutine.
I was thinking of putting an 'if' in the CoRoutine to check the time,so make it easy to empty the message, and display the message again.
However, the message just keeps getting blank.
What could be the problem?
I wanted to repeat the randomly selected game tip message for 5 seconds and the blank message for 7 seconds.
And I wanted to use realtimeForGameTip to immediately display a special message(==UrgentGameTip ) according to a specific game action later and repeat the above process again.
bool isGameTipOn= true;
public GameObject gameTipTitle;
public GameObject gameTipMsg;
Color normalTipColor = new Color(255f, 255f, 255f, 220f);
Color UrgentTipColor = Color.green;
float timeBetGameTip = 7f; //
float timeOfGameMsg = 5f; //
public readonly WaitForSeconds m_waitForSecondsForGameTip = new WaitForSeconds(7f);
float realtimeForGameTip= 0f;
public string[] NormalGuideTips;
public string[] UrgentGuideTips;
private void Start()
{
#region GameTipSetUp
OnOffGameTip(true);
StartCoroutine("GameTipUI");
#endregion GameTipSetUp
}
public void OnOffGameTip(bool OnOff)
{
isGameTipOn = OnOff;
gameTipTitle.gameObject.SetActive(isGameTipOn);
gameTipMsg.gameObject.SetActive(isGameTipOn);
}
private void ResetGameTip()
{
if (!isGameTipOn) return;
realtimeForGameTip = 0f ;
int index = Random.Range(0, NormalGuideTips.Length);
string selectedMsg = NormalGuideTips[index];
Debug.Log(selectedMsg);
gameTipMsg.GetComponent<Text>().text = selectedMsg;
gameTipMsg.GetComponent<Text>().color = normalTipColor;
}
public void UrgentGameTip(string id)
{
if (!isGameTipOn) return;
=
int index = Random.Range(0, NormalGuideTips.Length);
string selectedMsg = UrgentGuideTips[index];
Debug.Log(selectedMsg);
gameTipMsg.GetComponent<Text>().text = selectedMsg;
gameTipMsg.GetComponent<Text>().color = UrgentTipColor;
realtimeForGameTip = timeOfGameMsg;
}
public void MakeTermBetGameTip()
{
gameTipMsg.GetComponent<Text>().text = " blank ";
}
IEnumerator GameTipUI()
{
while (isGameTipOn)
{
if(realtimeForGameTip < timeOfGameMsg)
{
Debug.Log(realtimeForGameTip);
realtimeForGameTip += Time.deltaTime;
continue;
}
MakeTermBetGameTip();
yield return new WaitForSeconds(m_waitForSecondsForGameTip);
ResetGameTip();
}
}

Unity's Button.onClick listener requires several clicks to be invoked

The cards with the Button component and an onClick listener require numerous erratic clicks to trigger and fail to invoke after just one click.
The first two cards will always invoke via the first click. Afterwards, the other cards often require multiple clicks (between 2 and 7 clicks) before their listener is invoked, and they are flipped over. This occurs at random as sometimes even the first three pairs will flip after just one click, and then the rest won´t.
If I wait for a set time of five seconds, the next card I click will turn over with just one click. So the issue appears to depend on the interval between clicks, as opposed to the number of clicks. Although this behaviour is inconsistent, as clicking just once on a new card and then waiting those 5 seconds doesn´t always work and the card will stay unflipped; assuming because I clicked too soon.
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
public class GameController : MonoBehaviour
{
[SerializeField] private Sprite bgImage;
public Sprite[] puzzles;
public List<Sprite> gamePuzzles = new List<Sprite>();
public List<Button> btns = new List<Button>();
private bool firstGuess, secondGuess;
private int countGuesses;
private int countCorrectGuesses;
private int gameGuesses;
private int firstGuessIndex, secondGuessIndex;
private string firstGuessPuzzle, secondGuessPuzzle;
void Awake()
{
puzzles = Resources.LoadAll<Sprite>("Sprites/Cards");
}
void Start()
{
GetButtons();
AddListeners();
AddGamePuzzles();
Shuffle(gamePuzzles);
gameGuesses = gamePuzzles.Count / 2;
}
void GetButtons()
{
GameObject[] objects = GameObject.FindGameObjectsWithTag("Puzzle Button");
for (int i = 0; i < objects.Length; i++)
{
btns.Add(objects[i].GetComponent<Button>());
btns[i].image.sprite = bgImage;
}
}
void AddGamePuzzles()
{
int looper = btns.Count;
int index = 0;
for (int i = 0; i < looper; i++)
{
if (index == looper / 2)
{
index = 0;
}
gamePuzzles.Add(puzzles[index]);
index++;
}
}
void AddListeners()
{
foreach (Button btn in btns)
{
btn.onClick.AddListener(() => PickAPuzzle());
}
}
public void PickAPuzzle()
{
string name = UnityEngine.EventSystems.EventSystem.current.currentSelectedGameObject.name;
Debug.Log("You are clicking a button named" + name);
if (!firstGuess)
{
firstGuess = true;
firstGuessIndex =
int.Parse(UnityEngine.EventSystems.EventSystem.current.currentSelectedGameObject.name);
firstGuessPuzzle = gamePuzzles[firstGuessIndex].name;
btns[firstGuessIndex].image.sprite = gamePuzzles[firstGuessIndex];
}
else if (!secondGuess)
{
secondGuess = true;
secondGuessIndex =
int.Parse(UnityEngine.EventSystems.EventSystem.current.currentSelectedGameObject.name);
secondGuessPuzzle = gamePuzzles[secondGuessIndex].name;
btns[secondGuessIndex].image.sprite = gamePuzzles[secondGuessIndex];
countGuesses++;
StartCoroutine(CheckIfThePuzzlesMatch());
}
}
IEnumerator CheckIfThePuzzlesMatch()
{
yield return new WaitForSeconds(2f);
if (firstGuessPuzzle == secondGuessPuzzle && firstGuessIndex != secondGuessIndex)
{
yield return new WaitForSeconds(1f);
btns[firstGuessIndex].interactable = false;
btns[secondGuessIndex].interactable = false;
btns[firstGuessIndex].image.color = new Color(0, 0, 0, 0);
btns[secondGuessIndex].image.color = new Color(0, 0, 0, 0);
CheckIfTheGameIsFinished();
}
else
{
yield return new WaitForSeconds(1f);
btns[firstGuessIndex].image.sprite = bgImage;
btns[secondGuessIndex].image.sprite = bgImage;
}
yield return new WaitForSeconds(1f);
firstGuess = secondGuess = false;
}
void CheckIfTheGameIsFinished()
{
countCorrectGuesses++;
if (countCorrectGuesses == gameGuesses)
{
Debug.Log("Game Finished");
}
}
void Shuffle(List<Sprite> list)
{
for (int i = 0; i < list.Count; i++)
{
Sprite temp = list[i];
int randomIndex = Random.Range(i, list.Count);
list[i] = list[randomIndex];
list[randomIndex] = temp;
}
}
}

Unity- Load - Unlock levels and check if there are next levels existing

I am working on small game similar to angry birds since I am new to both unity
and C#. I want to make load and unlock next level if all enemies are dead and check if new level exist
(if not) return back to Level selection scene.
This is what I tried:
LevelScript
using UnityEngine;
using UnityEngine.SceneManagement;
public class LevelScript : MonoBehaviour
{
[SerializeField] string _nextLevelName;
Monster[] _monsters;
void OnEnable()
{
_monsters = FindObjectsOfType<Monster>();
}
private void Update()
{
int currentLevel = SceneManager.GetActiveScene().buildIndex ;
if (currentLevel >= PlayerPrefs.GetInt("levelsUnlocked"))
{
PlayerPrefs.SetInt("levelsUnlocked", currentLevel );
}
if (MonsterAreAllDead())
{
GoToNextLevel();
}
Debug.Log("Level" + PlayerPrefs.GetInt("levelsUnlocked") + "UNLOCKED");
}
public void Pass()
{
int currentLevel = SceneManager.GetActiveScene().buildIndex;
if (currentLevel >= PlayerPrefs.GetInt("levelsUnlocked") )
{
PlayerPrefs.SetInt("levelsUnlocked", currentLevel + 1);
};
}
bool MonsterAreAllDead()
{
foreach (var monster in _monsters)
{
if (monster.gameObject.activeSelf)
return false;
}
return true;
}
void GoToNextLevel()
{
Debug.Log("Go to next level" + _nextLevelName);
SceneManager.LoadScene(_nextLevelName);
}
}
and Level Manager
public class LevelManager : MonoBehaviour
{
int levelsUnlocked;
public Button[] buttons;
void Start()
{
levelsUnlocked = PlayerPrefs.GetInt("levelsUnlocked", 1);
for (int i = 0; i < buttons.Length; i++)
{
buttons[i].interactable = false;
}
for (int i = 0; i < levelsUnlocked; i++)
{
buttons[i].interactable = true;
}
}
public void LoadLevel(int levelIndex)
{
SceneManager.LoadScene(levelIndex);
}
I got these 2 scripts and I attached both canvas and my buttons and Level script to my levels.
Problem is that every level gets unlocked at begin and after completeing levels automatically
it want to go to next level whic is not exist yet.
Pls help me. Sorry if my question is stupid and for bad english.
You should make an array of scene in your LevelManager that know all your levels (in order)
and for getting next level you can get the position of your actual scene in the array and check the next one.
somethink like
pseudocode :
[Serialized]
Scene[] AllScenes
void GoToNextLevel()
{
int currentLevelPos = AllScenes.IndexOf(currentScene);
if (AllScenes[currentLevelPos + 1] != null)
Load Next Level
else
Go To Level Menu
}

Countdown using DateTime UNITY AD

I want there to be 15 minutes between the rewarded ads. I made this:
When you see the ad:
public void HandleUserEarnedReward(object sender, Reward args)
{
DateTime ad= DateTime.Now.AddMinutes(15);
long adTicks = ad.Ticks;
PlayerPrefs.SetInt("ticksVideo", (int)adTicks); }
Countdown:
void Update(){
DateTime currentTime= DateTime.Now;
long currentTicks= currentTime.Ticks;
PlayerPrefs.SetInt("currentTicks", (int)currentTicks);
TimerControl = PlayerPrefs.GetInt("ticksVideo") - PlayerPrefs.GetInt("currentTicks");
string mins = ((int)TimerControl / 600000000).ToString("00"); //600.000.000 ticks per minute
string segs = ((int)TimerControl % 600000000).ToString("00");
TimerString = string.Format("{00}:{01}", mins, segs);
GetComponent<Text>().text = TimerString; }
In DateTime.Now.AddMinutes I enter 15 but the countdown lasts about 50 seconds. On the other hand, the TimerString also does not show the format that I indicate. What's wrong? Should I use TimeSpan?
Edit:
I have 2 classes:
The player watch the ad:
public class AdMob : MonoBehaviour
{
public static bool video = false;
public Button buttonAd;
public GameObject countdown;
public void HandleUserEarnedReward(object sender, Reward args)
{
//Rewards
buttonAd.interactable = false;
countdown.SetActive(true);
video = true;
}
}
The countdown begins:
public class CountdownAd : MonoBehaviour
{
public static float timeSinceLastAd = 0;
void Update(){
if (AdMob.video)
{
timeSinceLastAd += Time.deltaTime;
if (timeSinceLastAd > (60 * 15))
{
buttonAd.interactable = true;
countdown.SetActive(false);
timeSinceLastAd = 0;
AdMob.video = false;
}
} else
{
timeSinceLastAd = 0;
}
}}
EDIT 2:
public class AdMob : MonoBehaviour {
public GameObject countdownGameObject;
public Button adButton;
public Text countdown;
//I hit the adButton and I watch the rewarded ad...
public void HandleUserEarnedReward(object sender, Reward args)
{
//Rewards..
countdownGameObject.SetActive(true);
StartCoroutine(timer(15));
adButton.interactable = false;
}
IEnumerator timer(int lapse)
{
while (lapse > 0)
{
int seconds = lapse % 60;
int minutes = lapse / 60;
countdown.text = $"{lapse / 60: 00}:{lapse % 60:00}";
yield return new WaitForSeconds(1f);
lapse--;
}
countdown.text = "00:00";
//CountDown Finished
gameObject.SetActive(false);
if (lapse == 0)
{
adButton.interactable = true;
countdownGameObject.SetActive(false);
}
}
}
its a sample of countdown linked to the UIText displaying the countdown, i am using a StartCoroutine launched from Start() and dont use Update()
using System.Collections;
using UnityEngine;
using UnityEngine.UI;
public class Countdown : MonoBehaviour
{
private Coroutine coroutine;
private Text UITimer;
void Start()
{
UITimer = GetComponent<Text>();
if (coroutine != null) StopCoroutine(coroutine);
coroutine = StartCoroutine(timer(60*15));
}
IEnumerator timer(int lapse)
{
while (lapse > 0)
{
UITimer.text = $"{lapse / 60:00}:{lapse % 60:00}";
yield return new WaitForSeconds(1f);
lapse--;
}
UITimer.text = "00:00";
//CountDown Finished
gameObject.SetActive(false);
// and all other things
}
}
Your code looks confusing, keep a timer and increment it with Time.delaTime each frame, when the timer is > 15 minutes play ad and reset timer.
float timeSinceLastAd = 0;
void Update(){
timeSinceLastAd += Time.deltaTime;
if (timeSinceLastAd > (60 * 15)) {
PlayAd(); //or whatever your method to play an ad is called
timeSinceLastAd = 0;
}
}

Unity Crashing on Play, most likely infinite While loop, but cannot locate issue

thanks for reading.
I'm currently building a small memory card game in Unity using C#. I have the main portion of code finished but when I press the play button on a certain scene Unity freezes.
I believe it is due to an infinite While loop, but I can not find the issue. I would really appreciate any help anyone can offer. I will leave my code below. Thanks in advance.
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
using UnityEngine;
public class Pairs : MonoBehaviour {
public Sprite[] face; //array of card faces
public Sprite back;
public GameObject[] deck; //array of deck
public Text pairsCount;
private bool deckSetUp = false;
private int pairsLeft = 13;
// Update is called once per frame
void Update () {
if (!deckSetUp)
{
SetUpDeck();
}
if (Input.GetMouseButtonUp(0)) //detects left click
{
CheckDeck();
}
}//Update
void SetUpDeck()
{
for (int ix = 0; ix < 2; ix++)
{
for(int i = 1; i < 14; i++)//sets up card value (2-10 JQKA)
{
bool test = false;
int val = 0;
while (!test)
{
val = Random.Range(0, deck.Length);
test = !(deck[val].GetComponent<Card>().SetUp);
}//while
//sets up cards
deck[val].GetComponent<Card>().Number = i;
deck[val].GetComponent<Card>().SetUp = true;
}//nested for
}//for
foreach (GameObject crd in deck)
{
crd.GetComponent<Card>().setUpArt();
}
if (!deckSetUp)
{
deckSetUp = true;
}
}//SetUpDeck
public Sprite getBack()
{
return back;
}//getBack
public Sprite getFace(int i)
{
return face[i - 1];
}//getFace
void CheckDeck()
{
List < int > crd = new List<int>();
for(int i = 0; i < deck.Length; i++)
{
if(deck[i].GetComponent<Card>().State == 1)
{
crd.Add(i);
}
}
if(crd.Count == 2)
{
CompareCards(crd);
}
}//CheckDeck
void CompareCards(List<int> crd)
{
Card.NO_TURN = true; //stops cards turning
int x = 0;
if(deck[crd[0]].GetComponent<Card>().Number ==
deck[crd[1]].GetComponent<Card>().Number)
{
x = 2;
pairsLeft--;
pairsCount.text = "PAIRS REMAINING: " + pairsLeft;
if(pairsLeft == 0) // goes to home screen when game has been won
{
SceneManager.LoadScene("Home");
}
}
for(int j = 0; j < crd.Count; j++)
{
deck[crd[j]].GetComponent<Card>().State = x;
deck[crd[j]].GetComponent<Card>().PairCheck();
}
}//CompareCards
}
I believe the issue lies in the while(!test) but i do not know why test never become true.
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
using UnityEngine;
public class Card : MonoBehaviour {
public static bool NO_TURN = false;
[SerializeField]
private int cardState; //state of card
[SerializeField]
private int cardNumber; //Card value (1-13)
[SerializeField]
private bool _setUp = false;
private Sprite back; //card back (Green square)
private Sprite face; //card face (1-10 JQKA)
private GameObject pairsManager;
void Begin()
{
cardState = 1; //cards face down
pairsManager = GameObject.FindGameObjectWithTag("PairsManager");
}
public void setUpArt()
{
back = pairsManager.GetComponent<Pairs>().getBack();
face = pairsManager.GetComponent<Pairs>().getFace(cardNumber);
turnCard();//turns the card
}
public void turnCard() //handles turning of card
{
if (cardState == 0)
{
cardState = 1;
}
else if(cardState == 1)
{
cardState = 0;
}
if (cardState == 0 && !NO_TURN)
{
GetComponent<Image>().sprite = back; // shows card back
}
else if (cardState == 1 && !NO_TURN)
{
GetComponent<Image>().sprite = face; // shows card front
}
}
//setters and getters
public int Number
{
get {return cardNumber;}
set { cardNumber = value;}
}
public int State
{
get { return cardState; }
set { cardState = value; }
}
public bool SetUp
{
get { return _setUp; }
set { _setUp = value; }
}
public void PairCheck()
{
StartCoroutine(pause ());
}
IEnumerator pause()
{
yield return new WaitForSeconds(1);
if (cardState == 0)
{
GetComponent<Image>().sprite = back;
}
else if (cardState == 1)
{
GetComponent<Image>().sprite = face;
}
}
}
Thank you for reading, I will post a link to the github repository if that helps.
github repository
Your deck array has at least one card in it that has _setUp set to true which would make it go in a infinite loop.
The reason it goes in a infinite loop is because it will have set all available _setUp to true and it would keep looking for _setUp that are set to false and it will never find any.
The reason you need at least 26 object that have _setUp to false is because in the nested for loop you loop 13 times and then you do that twice which gives a total of 26 loops. So you need at least 26 objects.
What you can do to make sure that they're all false is to set them all to false before entering the for loop
for(int i = 0; i < deck.Length; i++)
{
deck[i].GetComponent<Card>().SetUp = false;
}

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