ShantiManti/Assets/game/Scripts/UI/ClearData.cs
MarcUs7 3145dbf93e Refactored SceneSystem and rewritten ClearData
Current project version: 2.2.0
Preparing for 2.2 release
Rewritten CheckDeleted
2024-10-05 19:15:44 +02:00

54 lines
1.5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ClearData : MonoBehaviour
{
[Header("UI Elements")]
public GameObject ConfirmationDialog;
public GameObject DarkBackground;
public GameObject ErrorDialog;
[Header("")]
public float waitForDeletion = 0.1f;
void Start()
{
ConfirmationDialog.SetActive(true);
DarkBackground.SetActive(false);
ErrorDialog.SetActive(false);
}
public void Confirm()
{
ErrorDialog.SetActive(false);
ConfirmationDialog.SetActive(false);
DarkBackground.SetActive(true);
StartCoroutine(CheckDelete());
}
IEnumerator CheckDelete()
{
PlayerSaving.DeletePlayer();
yield return new WaitForSeconds(waitForDeletion);
int[] defaultInts = { 0, 0 };
bool[] defaultBools = { false, true };
int[] checkInts = { PlayerSaving.level, PlayerSaving.coins };
bool[] checkBools = { PlayerSaving.hasCompletedTutorial, PlayerSaving.movingClouds };
for (int i = 0; i < defaultInts.Length; i++)
{
if (checkInts[i] != defaultInts[i] || checkBools[i] != defaultBools[i])
{
ErrorDialog.SetActive(true);
DarkBackground.SetActive(false);
yield break;
}
}
MainMenu mainMenu = FindObjectOfType<MainMenu>().GetComponent<MainMenu>();
mainMenu.LoadScene(0);
}
}