completed the character selection

maham-dev
nuruznaeem198 2 months ago
parent 919c91d8e6
commit 173df7dd80

@ -19,59 +19,54 @@ public class CharactersScript : MonoBehaviour
prevButton.onClick.AddListener(ShowPreviousCharacter); prevButton.onClick.AddListener(ShowPreviousCharacter);
selectButton.onClick.AddListener(OnSelectButtonClick); selectButton.onClick.AddListener(OnSelectButtonClick);
// Load the saved character name from PlayerPrefs // Load the saved character index from PlayerPrefs
string savedCharacterName = PlayerPrefs.GetString("selectedCharacterKey"); if (PlayerPrefs.HasKey("selectedCharacterIndex"))
if (string.IsNullOrEmpty(savedCharacterName))
{ {
currentIndex = 0; // Automatically select the first character currentIndex = PlayerPrefs.GetInt("selectedCharacterIndex");
PlayerPrefs.SetString("selectedCharacterKey", characters[currentIndex].name);
PlayerPrefs.Save();
} }
else else
{ {
// Find the index of the saved character currentIndex = 0; // Default to the first character
currentIndex = Array.FindIndex(characters, character => character.name == savedCharacterName); PlayerPrefs.SetInt("selectedCharacterIndex", currentIndex);
PlayerPrefs.Save();
}
if (currentIndex < 0 || currentIndex >= characters.Length) // Validate the loaded index
{ if (currentIndex < 0 || currentIndex >= characters.Length)
currentIndex = 0; // Default to the first character if not found {
} currentIndex = 0; // Default to the first character if the saved index is invalid
} }
// Show the initial character and update the button text // Show the initial character and update the button text
ShowCharacter(currentIndex); ShowCharacter(currentIndex);
UpdateSelectButtonText(characters[currentIndex]); UpdateSelectButtonText(currentIndex);
} }
void ShowNextCharacter() void ShowNextCharacter()
{ {
currentIndex = (currentIndex + 1) % characters.Length; currentIndex = (currentIndex + 1) % characters.Length;
ShowCharacter(currentIndex); ShowCharacter(currentIndex);
UpdateSelectButtonText(characters[currentIndex]); UpdateSelectButtonText(currentIndex);
} }
void ShowPreviousCharacter() void ShowPreviousCharacter()
{ {
currentIndex = (currentIndex - 1 + characters.Length) % characters.Length; currentIndex = (currentIndex - 1 + characters.Length) % characters.Length;
ShowCharacter(currentIndex); ShowCharacter(currentIndex);
UpdateSelectButtonText(characters[currentIndex]); UpdateSelectButtonText(currentIndex);
} }
void OnSelectButtonClick() void OnSelectButtonClick()
{ {
// Handle the selection logic // Save the selected character index to PlayerPrefs
GameObject selectedCharacter = characters[currentIndex]; PlayerPrefs.SetInt("selectedCharacterIndex", currentIndex);
// Save the selected character name to PlayerPrefs
PlayerPrefs.SetString("selectedCharacterKey", selectedCharacter.name);
PlayerPrefs.SetInt("currentIndex", currentIndex);
PlayerPrefs.Save(); PlayerPrefs.Save();
Debug.Log("current index" + currentIndex);
Debug.Log("Selected Character: " + selectedCharacter.name); Debug.Log("Current Index: " + currentIndex);
Debug.Log("Selected Character: " + characters[currentIndex].name);
// Update the "Select" button text to "Selected" // Update the "Select" button text to "Selected"
UpdateSelectButtonText(selectedCharacter); UpdateSelectButtonText(currentIndex);
} }
void ShowCharacter(int index) void ShowCharacter(int index)
@ -89,12 +84,12 @@ public class CharactersScript : MonoBehaviour
} }
} }
void UpdateSelectButtonText(GameObject currentCharacter) void UpdateSelectButtonText(int index)
{ {
// Update the "Select" button text to "Selected" if this character is the one saved in PlayerPrefs // Update the "Select" button text to "Selected" if this character is the one saved in PlayerPrefs
string savedCharacterName = PlayerPrefs.GetString("selectedCharacterKey"); int savedIndex = PlayerPrefs.GetInt("selectedCharacterIndex", -1);
if (currentCharacter.name == savedCharacterName) if (index == savedIndex)
{ {
selectButton.GetComponentInChildren<Text>().text = "Selected"; selectButton.GetComponentInChildren<Text>().text = "Selected";
} }
@ -103,8 +98,9 @@ public class CharactersScript : MonoBehaviour
selectButton.GetComponentInChildren<Text>().text = "Select"; selectButton.GetComponentInChildren<Text>().text = "Select";
} }
} }
public void playGame() public void playGame()
{ {
SceneManager.LoadScene("Level_1"); SceneManager.LoadScene("Level_1 New Enemies");
} }
} }

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@ -9,7 +9,7 @@ using static D2D.Utilities.CommonGameplayFacade;
public class PistolMember : SquadMember public class PistolMember : SquadMember
{ {
[SerializeField] private float projectileForce = 10f; [SerializeField] private float projectileForce = 10f;
string character; int characterIndex;
public GameObject[] charactersArray; public GameObject[] charactersArray;
public Avatar[] characterAvatar; public Avatar[] characterAvatar;
public override void Shoot(Transform target) public override void Shoot(Transform target)
@ -68,26 +68,10 @@ public class PistolMember : SquadMember
private void Start() private void Start()
{ {
//particleController = GetComponent<ParticleController>(); //particleController = GetComponent<ParticleController>();
character = PlayerPrefs.GetString("selectedCharacterKey"); characterIndex = PlayerPrefs.GetInt("currentIndex");
if (character.Contains("mysto")) Debug.Log("index is" + characterIndex);
{ charactersArray[characterIndex].SetActive(true);
//FindObjectOfType<ParticleController>().enableParticle(0); charactersArray[characterIndex].GetComponent<AnimancerComponent>().Animator.avatar = characterAvatar[characterIndex];
//particleController.enableParticle(0);
charactersArray[0].SetActive(true);
charactersArray[0].GetComponent<AnimancerComponent>().Animator.avatar = characterAvatar[0];
}
else
{
//if (particleController != null)
//{
// particleController.enableParticle(1);
//}
charactersArray[1].SetActive(true);
charactersArray[1].GetComponent<AnimancerComponent>().Animator.avatar = characterAvatar[1];
}
} }
private void HitEnemy(Transform other, Transform @object) private void HitEnemy(Transform other, Transform @object)
{ {

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duration: 5 duration: 5
minLevel: 4 minLevel: 4

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