Added Rush Mode Leaderboards

dev-hazim
Hazim Bin Ijaz 4 weeks ago
parent a47abb5bf8
commit 034d3f4242

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@ -23,6 +23,26 @@ public class PlayFabLeaderboards : MonoBehaviour
PlayFabClientAPI.UpdatePlayerStatistics(request, OnStatisticsUpdateSuccess, OnStatisticsUpdateFailure);
}
public void UpdateLevelCompletionTime(string tier, int levelNumber, int completionTimeInSeconds)
{
string statisticName = $"{tier}_Level_{levelNumber}_Time";
var request = new UpdatePlayerStatisticsRequest
{
Statistics = new List<StatisticUpdate>
{
new StatisticUpdate
{
StatisticName = statisticName,
Value = completionTimeInSeconds
}
}
};
PlayFabClientAPI.UpdatePlayerStatistics(request, OnStatisticsUpdateSuccess, OnStatisticsUpdateFailure);
}
private void OnStatisticsUpdateSuccess(UpdatePlayerStatisticsResult result)
{
Debug.Log("Successfully updated player statistics!");
@ -33,6 +53,18 @@ public class PlayFabLeaderboards : MonoBehaviour
Debug.LogError("Failed to update player statistics: " + error.GenerateErrorReport());
}
public void GetLeaderboardByKey(string key,Action<List<PlayerLeaderboardEntry>> onSuccess, Action<PlayFabError> onFailure)
{
var request = new GetLeaderboardRequest
{
StatisticName = key,
StartPosition = 0,
MaxResultsCount = 1
};
PlayFabClientAPI.GetLeaderboard(request, result => onSuccess(result.Leaderboard), onFailure);
}
public void GetLeaderboard(Action<List<PlayerLeaderboardEntry>> onSuccess, Action<PlayFabError> onFailure)
{
var request = new GetLeaderboardRequest

@ -74,6 +74,8 @@ public class GamePlayManager : MonoBehaviour
private bool isRotating;
[SerializeField] private TimerManager TimerManager;
// Adding the isTimerLevel flag
public static bool isTimerLevel;
@ -374,6 +376,14 @@ public class GamePlayManager : MonoBehaviour
{
MessagePopup.instance.HideAll();
PlayFabManager.Instance.playFabLeaderboards.UpdateLevelsCompleted(GameManager.CurrentLevelNo * (GameManager.CurrentLevelGroupIndex + 1));
if (isTimerLevel)
{
TimerManager.StopTimer();
double timeInSeconds = TimerManager._initialTime.TotalSeconds - TimerManager._remainingTime.TotalSeconds;
int timeToSend = (int)(timeInSeconds * 1000);
PlayFabManager.Instance.playFabLeaderboards.UpdateLevelCompletionTime(
(GameManager.CurrentLevelGroupIndex + 1).ToString(), GameManager.CurrentLevelNo, timeToSend);
}
UpdateAchievements();
yield return new WaitForSeconds(delay);
LevelCompleteText.text = "Level " + GameManager.CurrentLevelNo + " Completed!";

@ -12,7 +12,10 @@ daily assets update for try.
U should buy the asset from home store if u use it in your project!
*/
using System.Collections.Generic;
using MS;
using PlayFab;
using PlayFab.ClientModels;
using TMPro;
using UnityEngine;
using UnityEngine.SceneManagement;
@ -40,8 +43,14 @@ public class GameScene : MonoBehaviour
public TMP_Text skipCoinValueText;
public TMP_Text leaderboardNameText, timeText;
public GameObject leaderboardYouPanel;
public Popup levelLeaderboardPopup;
public GameObject levelLeaderboardLoading;
public static GameScene instance;
private void Start()
{
instance = this;
@ -82,6 +91,32 @@ public class GameScene : MonoBehaviour
Sound.instance.PlayButton();
}
public void ShowLeaderboardPopup()
{
levelLeaderboardPopup.Open();
string statisticName = $"{GameManager.CurrentLevelGroupIndex + 1}_Level_{GameManager.CurrentLevelNo}_Time";
PlayFabManager.Instance.playFabLeaderboards.GetLeaderboardByKey(statisticName, OnLBSuccess, OnLBFail);
}
private void OnLBSuccess(List<PlayerLeaderboardEntry> obj)
{
if (obj.Count > 0)
{
leaderboardNameText.text = obj[0].DisplayName;
float time = obj[0].StatValue / 1000f;
timeText.text = time + " secs";
leaderboardYouPanel.SetActive(obj[0].PlayFabId == PlayFabManager.Instance.myProfile.PlayerId);
levelLeaderboardLoading.SetActive(false);
}
}
private void OnLBFail(PlayFabError obj)
{
levelLeaderboardPopup.Close();
}
public void OnGameOverCloseBtn()
{
Sound.instance.PlayButton(Sound.Button.Back);

@ -6,8 +6,8 @@ using UnityEngine.UI;
public class TimerManager : MonoBehaviour
{
private TimeSpan _remainingTime;
private TimeSpan _initialTime;
public TimeSpan _remainingTime;
public TimeSpan _initialTime;
private bool _isTimerRunning;
// Event triggered when the timer starts

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