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https://github.com/Kizuren/ShantiManti.git
synced 2025-12-21 21:16:04 +01:00
Refactored Save scripts
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parent
3655968bfc
commit
b26343b261
14 changed files with 55 additions and 56 deletions
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@ -15,7 +15,7 @@ public class SC_2DCoin : MonoBehaviour
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{
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//Make Collider2D as trigger
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GetComponent<Collider2D>().isTrigger = true;
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TotalCoins = PlayerSaving.coins;
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TotalCoins = PlayerSaving.Coins;
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}
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private void OnTriggerEnter2D(Collider2D c2d)
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@ -42,9 +42,9 @@ public class SC_2DCoin : MonoBehaviour
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private void Update()
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{
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if (TotalCoins != PlayerSaving.coins)
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if (TotalCoins != PlayerSaving.Coins)
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{
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PlayerSaving.coins = TotalCoins;
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PlayerSaving.Coins = TotalCoins;
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PlayerSaving.SavePlayer();
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}
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}
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@ -36,7 +36,7 @@ public class minusCounter : MonoBehaviour
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for (int i = 0; i < levelRanges.Length; i++)
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{
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// Check if player's level is within the range for the current coin value
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if (PlayerSaving.level <= levelRanges[i] && (i == 0 || PlayerSaving.level > levelRanges[i - 1]))
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if (PlayerSaving.Level <= levelRanges[i] && (i == 0 || PlayerSaving.Level > levelRanges[i - 1]))
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{
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if (SC_2DCoin.TotalCoins + levelRanges[i] < levelRanges[i])
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{
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@ -13,7 +13,7 @@ public class Endlevel : MonoBehaviour
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{
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//Make Collider2D as trigger
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GetComponent<Collider2D>().isTrigger = true;
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level = PlayerSaving.level;
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level = PlayerSaving.Level;
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SetLevel = GetValueForSetLevel();
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}
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@ -27,11 +27,11 @@ public class Endlevel : MonoBehaviour
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void Update()
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{
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if (level != PlayerSaving.level)
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if (level != PlayerSaving.Level)
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{
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if (PlayerSaving.level < level)
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if (PlayerSaving.Level < level)
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{
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PlayerSaving.level = level;
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PlayerSaving.Level = level;
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PlayerSaving.SavePlayer();
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//Debug.Log("Saved " + PlayerSaving.levels + " Level");
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}
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@ -5,16 +5,16 @@ using UnityEngine;
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[System.Serializable]
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public class PlayerData
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{
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public int savedLevels = 0;
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public int savedCoins = 0;
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public bool tutorial = false;
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public bool cloudsMove = true;
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public int savedLevels;
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public int savedCoins;
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public bool tutorial;
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public bool cloudsMove;
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public PlayerData ()
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public PlayerData()
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{
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savedLevels = PlayerSaving.level;
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savedCoins = PlayerSaving.coins;
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tutorial = PlayerSaving.hasCompletedTutorial;
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cloudsMove = PlayerSaving.movingClouds;
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savedLevels = PlayerSaving.Level;
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savedCoins = PlayerSaving.Coins;
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tutorial = PlayerSaving.HasCompletedTutorial;
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cloudsMove = PlayerSaving.MovingClouds;
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}
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}
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@ -4,12 +4,12 @@ using UnityEngine;
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public class PlayerSaving : MonoBehaviour
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{
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public static int level = 0;
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public static int coins = 0;
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public static bool hasCompletedTutorial = false;
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public static bool movingClouds = true;
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public static int Level;
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public static int Coins;
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public static bool HasCompletedTutorial;
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public static bool MovingClouds = true;
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void Awake()
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private void Awake()
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{
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LoadPlayer();
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}
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@ -17,29 +17,29 @@ public class PlayerSaving : MonoBehaviour
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public static void SavePlayer()
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{
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SaveSystem.SavePlayer();
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Debug.Log($"Saved level: {level}, coins: {coins}, tutorial: {hasCompletedTutorial}, cloudsMove: {movingClouds}");
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Debug.Log($"Saved level: {Level}, coins: {Coins}, tutorial: {HasCompletedTutorial}, cloudsMove: {MovingClouds}");
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}
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public static void LoadPlayer()
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{
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PlayerData data = SaveSystem.LoadPlayer();
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var data = SaveSystem.LoadPlayer();
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level = data.savedLevels;
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coins = data.savedCoins;
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hasCompletedTutorial = data.tutorial;
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movingClouds = data.cloudsMove;
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Level = data.savedLevels;
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Coins = data.savedCoins;
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HasCompletedTutorial = data.tutorial;
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MovingClouds = data.cloudsMove;
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Debug.Log($"Loaded level: {level}, coins: {coins}, tutorial: {hasCompletedTutorial}, cloudsMove: {movingClouds}");
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SC_2DCoin.TotalCoins = coins;
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Endlevel.level = level;
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Debug.Log($"Loaded level: {Level}, coins: {Coins}, tutorial: {HasCompletedTutorial}, cloudsMove: {MovingClouds}");
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SC_2DCoin.TotalCoins = Coins;
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Endlevel.level = Level;
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}
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public static void DeletePlayer()
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{
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level = 0;
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coins = 0;
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hasCompletedTutorial = false;
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movingClouds = true;
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Level = 0;
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Coins = 0;
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HasCompletedTutorial = false;
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MovingClouds = true;
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// For MusicToggle.cs
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PlayerPrefs.SetInt("MusicToggled", 1);
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@ -4,7 +4,7 @@ using System.Runtime.Serialization.Formatters.Binary;
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public static class SaveSystem
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{
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public static void SavePlayer ()
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public static void SavePlayer()
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{
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BinaryFormatter formatter = new BinaryFormatter();
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string path = Application.persistentDataPath + "/player.save";
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@ -16,7 +16,7 @@ public static class SaveSystem
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stream.Close();
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}
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public static PlayerData LoadPlayer ()
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public static PlayerData LoadPlayer()
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{
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string path = Application.persistentDataPath + "/player.save";
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if (File.Exists(path))
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@ -29,13 +29,11 @@ public static class SaveSystem
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return data;
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}
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else
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{
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Debug.LogError("SaveFile not found in " + path);
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Debug.Log("Creating new save file...");
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SavePlayer();
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return LoadPlayer();
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}
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Debug.LogError("SaveFile not found in " + path);
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Debug.Log("Creating new save file...");
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SavePlayer();
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return LoadPlayer();
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}
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}
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@ -14,7 +14,7 @@ public class CloudsToggle : MonoBehaviour
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{
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changingStates = true;
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cloudsCanMove = PlayerSaving.movingClouds;
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cloudsCanMove = PlayerSaving.MovingClouds;
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cloudsToggle.isOn = cloudsCanMove;
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previousCloudsCanMoveState = cloudsCanMove;
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@ -32,7 +32,7 @@ public class CloudsToggle : MonoBehaviour
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if (cloudsCanMove != previousCloudsCanMoveState)
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{
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//Debug.Log("State changed. Saving Clouds state: " + cloudsCanMove);
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PlayerSaving.movingClouds = cloudsCanMove;
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PlayerSaving.MovingClouds = cloudsCanMove;
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PlayerSaving.SavePlayer();
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previousCloudsCanMoveState = cloudsCanMove;
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}
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@ -39,7 +39,7 @@ public class CheckDeleted : MonoBehaviour
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}
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count++;
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Exit = 0;
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if (PlayerSaving.level == 0 && PlayerSaving.coins == 0 && !PlayerSaving.hasCompletedTutorial && PlayerSaving.movingClouds)
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if (PlayerSaving.Level == 0 && PlayerSaving.Coins == 0 && !PlayerSaving.HasCompletedTutorial && PlayerSaving.MovingClouds)
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{
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Deleted.SetActive(true);
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@ -62,7 +62,7 @@ public class CheckDeleted : MonoBehaviour
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PlayerSaving.LoadPlayer();
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count++;
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Delete = 0;
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if (PlayerSaving.level == 0 && PlayerSaving.coins == 0 && !PlayerSaving.hasCompletedTutorial && PlayerSaving.movingClouds)
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if (PlayerSaving.Level == 0 && PlayerSaving.Coins == 0 && !PlayerSaving.HasCompletedTutorial && PlayerSaving.MovingClouds)
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{
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Deleted.SetActive(true);
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Debug.Log("Done Stage: " + count);
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@ -35,8 +35,8 @@ public class ClearData : MonoBehaviour
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int[] defaultInts = { 0, 0 };
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bool[] defaultBools = { false, true };
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int[] checkInts = { PlayerSaving.level, PlayerSaving.coins };
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bool[] checkBools = { PlayerSaving.hasCompletedTutorial, PlayerSaving.movingClouds };
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int[] checkInts = { PlayerSaving.Level, PlayerSaving.Coins };
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bool[] checkBools = { PlayerSaving.HasCompletedTutorial, PlayerSaving.MovingClouds };
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for (int i = 0; i < defaultInts.Length; i++)
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{
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@ -17,6 +17,7 @@ public class Pause : MonoBehaviour
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public GameObject Fire;
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public GameObject Image;
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private static readonly int IsCrouching = Animator.StringToHash("IsCrouchingAnimationID");
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public void IsPauseing()
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{
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@ -57,7 +58,7 @@ public class Pause : MonoBehaviour
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if(!IsPause) // if going back to the game
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{
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PlayerMovement.Crouch = false;
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animator.SetBool("IsCrouching", false);
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animator.SetBool(IsCrouching, false);
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}
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}
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}
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@ -49,7 +49,7 @@ public class Tutorial : MonoBehaviour
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IEnumerator StartGame()
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{
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PlayerSaving.hasCompletedTutorial = true;
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PlayerSaving.HasCompletedTutorial = true;
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PlayerSaving.SavePlayer();
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yield return new WaitForSeconds(0.5f);
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mainMenu.StartLevel(1);
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@ -21,7 +21,7 @@ public class LevelButtons : MonoBehaviour
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}
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mainMenu = FindObjectOfType<MainMenu>().GetComponent<MainMenu>();
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level = PlayerSaving.level;
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level = PlayerSaving.Level;
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InitializeButtonListeners();
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UpdateButtons();
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@ -26,7 +26,7 @@ public class MainMenu : MonoBehaviour
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public void StartLevel(int level)
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{
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bool tutorial = PlayerSaving.hasCompletedTutorial;
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bool tutorial = PlayerSaving.HasCompletedTutorial;
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if (level == 1 && !tutorial)
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{
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sceneFader.FadeTo(scenes[3]);
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@ -55,7 +55,7 @@ public class PlayerHealth : MonoBehaviour
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if (SC_2DCoin.TotalCoins > coinDeductions[i] && health <= 0)
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{
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// Subtract coins based on the level
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if (PlayerSaving.level <= coinDeductions[i])
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if (PlayerSaving.Level <= coinDeductions[i])
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{
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SC_2DCoin.TotalCoins -= coinDeductions[i];
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Minus = true;
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@ -68,7 +68,7 @@ public class PlayerHealth : MonoBehaviour
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}
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// Save the updated coin count
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PlayerSaving.coins = SC_2DCoin.TotalCoins;
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PlayerSaving.Coins = SC_2DCoin.TotalCoins;
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PlayerSaving.SavePlayer();
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}
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}
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