The Scripts
There I share the scripts that I've written while making this little game of mine. You can inspect, analyze or even use them. There is no copyright or anything like that ;)
//GAME ENGINE SCRIPT
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class GameEngine : MonoBehaviour
{
public Text
finalScoreText;
GameObject
button1;
GameObject
button2;
GameObject
button3;
public int health;
public int morale;
public int
stamina;
public int focus;
public int
finalScore;
public Text
healthText;
public Text
moraleText;
public Text staminaText;
public Text
focusText;
bool
gameOverScreen = false;
public static bool
familyMan = false;
public static bool
coldAsIce = false;
public static bool
vIP = false;
public static bool
menOfThePeople = false;
public static bool
lifeGiver = false;
public static bool
decisionMaker = false;
private int
currentSceneIndex;
private int
sceneToContinue;
public void
firstStatementC1()
{
PlayerData data =
SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina =
data.stamina;
focus =
data.focus;
familyMan =
true;
PlayerPrefs.SetInt("familyman", (familyMan ? 1 : 0));
morale++;
focus--;
SaveLoadManager.SavePlayer(this);
SceneManager.LoadScene(9);
}
public void
firstStatementC2()
{
PlayerData
data = SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina =
data.stamina;
focus =
data.focus;
coldAsIce =
true;
PlayerPrefs.SetInt("coldasice", (coldAsIce ? 1 : 0));
morale--;
focus++;
SaveLoadManager.SavePlayer(this);
SceneManager.LoadScene(10);
}
public void
firstStatementContinue()
{
SceneManager.LoadScene(11);
}
public void
statement2C1()
{
vIP = true;
PlayerPrefs.SetInt("vip", (vIP ? 1 : 0));
SceneManager.LoadScene(12);
}
public void
statement2C2()
{
menOfThePeople
= true;
PlayerPrefs.SetInt("menofthepeople", (menOfThePeople ? 1 :
0));
SceneManager.LoadScene(13);
}
public void
statement3a()
{
SceneManager.LoadScene(14);
}
public void
statement3b()
{
SceneManager.LoadScene(15);
}
public void
statement4Continue()
{
SceneManager.LoadScene(16);
}
public void
statement4C1()
{
PlayerData
data = SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina =
data.stamina;
focus =
data.focus;
morale++;
health++;
stamina =
stamina - 2;
SaveLoadManager.SavePlayer(this);
SceneManager.LoadScene(17);
}
public void
statement4C2()
{
PlayerData
data = SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina =
data.stamina;
focus =
data.focus;
morale--;
health =
health - 2;
stamina = stamina + 2;
SaveLoadManager.SavePlayer(this);
SceneManager.LoadScene(18);
}
public void
statement5Continue()
{
SceneManager.LoadScene(19);
}
public void
statement5C1()
{
PlayerData
data = SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina =
data.stamina;
focus =
data.focus;
morale++;
stamina =
stamina - 5;
focus = focus
- 2;
SaveLoadManager.SavePlayer(this);
SceneManager.LoadScene(20);
}
public void
statement5C2()
{
PlayerData
data = SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina =
data.stamina;
focus =
data.focus;
health =
health - 2;
morale--;
stamina =
stamina - 3;
focus = focus
- 2;
SaveLoadManager.SavePlayer(this);
SceneManager.LoadScene(21);
}
public void
statement6Continue()
{
SceneManager.LoadScene(22);
}
public void
statement6C1()
{
PlayerData data
= SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina =
data.stamina;
focus =
data.focus;
morale++;
stamina--;
health--;
SaveLoadManager.SavePlayer(this);
SceneManager.LoadScene(23);
}
public void
statement6C2()
{
PlayerData
data = SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina =
data.stamina;
focus =
data.focus;
morale =
morale - 2;
stamina =
stamina - 3;
health =
health - 3;
SaveLoadManager.SavePlayer(this);
SceneManager.LoadScene(24);
}
public void
statement7Continue()
{
SceneManager.LoadScene(25);
}
public void
statement7C1()
{
PlayerData
data = SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina =
data.stamina;
focus =
data.focus;
stamina =
stamina - 3;
health =
health - 2;
morale++;
focus--;
SaveLoadManager.SavePlayer(this);
SceneManager.LoadScene(26);
}
public void
statement7C2()
{
SceneManager.LoadScene(27);
PlayerPrefs.DeleteAll();
}
public void
statement7C3()
{
PlayerData
data = SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina =
data.stamina;
focus =
data.focus;
stamina =
stamina - 5;
health =
health - 5;
morale--;
focus = focus
- 2;
SaveLoadManager.SavePlayer(this);
SceneManager.LoadScene(28);
}
public void
statement8Continue()
{
SceneManager.LoadScene(29);
}
public void
statement8C1()
{
PlayerData
data = SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina =
data.stamina;
focus =
data.focus;
lifeGiver =
true;
PlayerPrefs.SetInt("lifegiver", (lifeGiver ? 1 : 0));
stamina =
stamina - 3;
health--;
morale++;
focus--;
SaveLoadManager.SavePlayer(this);
SceneManager.LoadScene(30);
}
public void
statement8C2()
{
PlayerData
data = SaveLoadManager.LoadPlayer();
health =
data.health;
morale = data.morale;
stamina =
data.stamina;
focus =
data.focus;
decisionMaker
= true;
PlayerPrefs.SetInt("decisionmaker", (decisionMaker ? 1 : 0));
stamina--;
health=
health-2;
morale--;
focus = focus
- 2;
SaveLoadManager.SavePlayer(this);
SceneManager.LoadScene(31);
}
public void
statement9Continue()
{
SceneManager.LoadScene(32);
}
public void
statement10Continue()
{
SceneManager.LoadScene(33);
}
public void
statement10C1()
{
PlayerData
data = SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina =
data.stamina;
focus =
data.focus;
stamina =
stamina - 2;
health =
health - 2;
morale++;
focus++;
SaveLoadManager.SavePlayer(this);
SceneManager.LoadScene(34);
}
public void
statement10C2()
{
PlayerData data =
SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina =
data.stamina;
focus =
data.focus;
stamina--;
morale =
morale - 2;
focus--;
SaveLoadManager.SavePlayer(this);
SceneManager.LoadScene(35);
}
public void
statement11Continue()
{
SceneManager.LoadScene(36);
}
public void
statement11C1()
{
PlayerData
data = SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina =
data.stamina;
focus =
data.focus;
stamina--;
morale--;
SaveLoadManager.SavePlayer(this);
SceneManager.LoadScene(37);
}
public void
statement11C2()
{
PlayerData
data = SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina =
data.stamina;
focus =
data.focus;
morale++;
SaveLoadManager.SavePlayer(this);
SceneManager.LoadScene(38);
}
public void
statement12Continue()
{
SceneManager.LoadScene(39);
}
public void statement12C1()
{
PlayerData
data = SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina =
data.stamina;
focus =
data.focus;
stamina--;
SaveLoadManager.SavePlayer(this);
SceneManager.LoadScene(40);
}
public void
statement12C2()
{
PlayerData
data = SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina =
data.stamina;
focus =
data.focus;
stamina--;
morale++;
focus++;
SaveLoadManager.SavePlayer(this);
SceneManager.LoadScene(41);
}
public void
statement13Continue()
{
SceneManager.LoadScene(42);
}
public void
STWVol1FinishScene()
{
PlayerData
data = SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina =
data.stamina;
focus =
data.focus;
SaveLoadManager.SavePlayer(this);
SceneManager.LoadScene(43);
}
public void
gameOver()
{
gameOverScreen
= true;
if
(gameOverScreen)
{
SceneManager.LoadScene(7);
PlayerPrefs.DeleteAll();
}
}
public void
mainMenu()
{
SceneManager.LoadScene(0);
}
public void
restart()
{
PlayerPrefs.DeleteAll();
health = 10;
morale = 10;
stamina = 15;
focus = 10;
SceneManager.LoadScene(8);
}
public void
startGame()
{
PlayerPrefs.DeleteAll();
health = 10;
morale = 10;
stamina = 15;
focus = 10;
SceneManager.LoadScene(8);
}
public void
continueButton()
{
sceneToContinue = PlayerPrefs.GetInt("SavedScene");
if
(sceneToContinue != 0 & sceneToContinue != 1 & sceneToContinue != 2
& sceneToContinue != 3
&
sceneToContinue != 4 & sceneToContinue != 5 & sceneToContinue != 6
& sceneToContinue != 7
&
sceneToContinue != 8)
SceneManager.LoadScene(sceneToContinue);
else
return;
PlayerData
data = SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina =
data.stamina;
focus =
data.focus;
}
public void
gameOverMainMenu()
{
SceneManager.LoadScene(0);
PlayerPrefs.DeleteAll();
}
public void
reputations()
{
SceneManager.LoadScene(6);
}
public void
HelpButton()
{
SceneManager.LoadScene(1);
}
public void
gameGuideButton()
{
SceneManager.LoadScene(1);
}
public void
storiesGameplayButton()
{
SceneManager.LoadScene(2);
}
public void
dictionary()
{
SceneManager.LoadScene(3);
}
public void
dictionaryNext()
{
SceneManager.LoadScene(4);
}
public void
aboutMe()
{
SceneManager.LoadScene(5);
}
public void
quitButton()
{
Application.Quit();
Debug.Log("QUIT");
}
public void
Start()
{
//PlayerPrefs.DeleteAll();
Scene
currentScene = SceneManager.GetActiveScene();
string
sceneName = currentScene.name;
button1 =
GameObject.Find("1");
button2 =
GameObject.Find("2");
button3 =
GameObject.Find("3");
if (sceneName
== "New State 1")
{
currentSceneIndex = SceneManager.GetActiveScene().buildIndex;
PlayerPrefs.SetInt("SavedScene", currentSceneIndex);
SaveLoadManager.SavePlayer(this);
}
if (sceneName=="Choice 1")
{
PlayerData
data = SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina =
data.stamina;
focus =
data.focus;
familyMan
= true;
while
(health <= 0)
{
gameOver();
break;
}
currentSceneIndex = SceneManager.GetActiveScene().buildIndex;
PlayerPrefs.SetInt("SavedScene",
currentSceneIndex);
SaveLoadManager.SavePlayer(this);
}
if
(sceneName=="Choice 2")
{
PlayerData
data = SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina =
data.stamina;
focus =
data.focus;
vIP =
true;
while
(health <= 0)
{
gameOver();
break;
}
currentSceneIndex = SceneManager.GetActiveScene().buildIndex;
PlayerPrefs.SetInt("SavedScene", currentSceneIndex);
SaveLoadManager.SavePlayer(this);
}
if(sceneName=="New State 2")
{
PlayerData
data = SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina =
data.stamina;
focus =
data.focus;
while
(health <= 0)
{
gameOver();
break;
}
currentSceneIndex = SceneManager.GetActiveScene().buildIndex;
PlayerPrefs.SetInt("SavedScene", currentSceneIndex);
SaveLoadManager.SavePlayer(this);
}
if(sceneName=="Choice 3")
{
PlayerData
data = SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina =
data.stamina;
focus =
data.focus;
vIP =
true;
while
(health <= 0)
{
gameOver();
break;
}
currentSceneIndex = SceneManager.GetActiveScene().buildIndex;
PlayerPrefs.SetInt("SavedScene",
currentSceneIndex);
SaveLoadManager.SavePlayer(this);
}
if(sceneName=="Choice 4")
{
PlayerData
data = SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina =
data.stamina;
focus =
data.focus;
menOfThePeople = true;
while (health
<= 0)
{
gameOver();
break;
}
currentSceneIndex = SceneManager.GetActiveScene().buildIndex;
PlayerPrefs.SetInt("SavedScene", currentSceneIndex);
SaveLoadManager.SavePlayer(this);
}
if(sceneName=="New State 3a")
{
PlayerData
data = SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina =
data.stamina;
focus =
data.focus;
while
(health <= 0)
{
gameOver();
break;
}
currentSceneIndex = SceneManager.GetActiveScene().buildIndex;
PlayerPrefs.SetInt("SavedScene", currentSceneIndex);
SaveLoadManager.SavePlayer(this);
}
if (sceneName
== "New State 3b")
{
PlayerData data =
SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina =
data.stamina;
focus =
data.focus;
while
(health <= 0)
{
gameOver();
break;
}
currentSceneIndex = SceneManager.GetActiveScene().buildIndex;
PlayerPrefs.SetInt("SavedScene", currentSceneIndex);
SaveLoadManager.SavePlayer(this);
}
if(sceneName=="New State 4")
{
PlayerData
data = SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina =
data.stamina;
focus =
data.focus;
while
(health <= 0)
{
gameOver();
break;
}
currentSceneIndex = SceneManager.GetActiveScene().buildIndex;
PlayerPrefs.SetInt("SavedScene", currentSceneIndex);
SaveLoadManager.SavePlayer(this);
}
if(sceneName=="Choice 5")
{
PlayerData
data = SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina =
data.stamina;
focus =
data.focus;
while
(health <= 0)
{
gameOver();
break;
}
currentSceneIndex =
SceneManager.GetActiveScene().buildIndex;
PlayerPrefs.SetInt("SavedScene", currentSceneIndex);
SaveLoadManager.SavePlayer(this);
}
if(sceneName=="Choice 6")
{
PlayerData
data = SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina =
data.stamina;
focus =
data.focus;
while
(health <= 0)
{
gameOver();
break;
}
currentSceneIndex = SceneManager.GetActiveScene().buildIndex;
PlayerPrefs.SetInt("SavedScene", currentSceneIndex);
SaveLoadManager.SavePlayer(this);
}
if
(sceneName=="New State 5")
{
PlayerData
data = SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina =
data.stamina;
focus =
data.focus;
if (stamina < 5)
{
button1.transform.GetComponent<Button>().interactable = false;
}
if (focus
< 2)
{
button1.transform.GetComponent<Button>().interactable = false;
}
while
(health <= 0)
{
gameOver();
break;
}
currentSceneIndex = SceneManager.GetActiveScene().buildIndex;
PlayerPrefs.SetInt("SavedScene", currentSceneIndex);
SaveLoadManager.SavePlayer(this);
}
if(sceneName=="Choice 7")
{
PlayerData
data = SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina =
data.stamina;
focus =
data.focus;
while
(health <= 0)
{
gameOver();
break;
}
currentSceneIndex = SceneManager.GetActiveScene().buildIndex;
PlayerPrefs.SetInt("SavedScene", currentSceneIndex);
SaveLoadManager.SavePlayer(this);
}
if (sceneName
=="Choice 8")
{
PlayerData
data = SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina =
data.stamina;
focus =
data.focus;
while
(health <= 0)
{
gameOver();
break;
}
currentSceneIndex = SceneManager.GetActiveScene().buildIndex;
PlayerPrefs.SetInt("SavedScene", currentSceneIndex);
SaveLoadManager.SavePlayer(this);
}
if(sceneName=="New State 6")
{
PlayerData
data = SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina =
data.stamina;
focus =
data.focus;
while
(health <= 0)
{
gameOver();
break;
}
currentSceneIndex =
SceneManager.GetActiveScene().buildIndex;
PlayerPrefs.SetInt("SavedScene", currentSceneIndex);
SaveLoadManager.SavePlayer(this);
}
if(sceneName=="Choice 9")
{
PlayerData
data = SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina =
data.stamina;
focus =
data.focus;
while
(health <= 0)
{
gameOver();
break;
}
currentSceneIndex = SceneManager.GetActiveScene().buildIndex;
PlayerPrefs.SetInt("SavedScene", currentSceneIndex);
SaveLoadManager.SavePlayer(this);
}
if(sceneName=="Choice
10")
{
PlayerData
data = SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina =
data.stamina;
focus =
data.focus;
while
(health <= 0)
{
gameOver();
break;
}
currentSceneIndex = SceneManager.GetActiveScene().buildIndex;
PlayerPrefs.SetInt("SavedScene", currentSceneIndex);
SaveLoadManager.SavePlayer(this);
}
if(sceneName=="New State 7")
{
PlayerData
data = SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina =
data.stamina;
focus =
data.focus;
if
(stamina < 3)
{
button1.transform.GetComponent<Button>().interactable = false;
}
if (focus
< 1)
{
button1.transform.GetComponent<Button>().interactable
= false;
}
if
(stamina < 5)
{
button3.transform.GetComponent<Button>().interactable = false;
}
if (focus
< 2)
{
button3.transform.GetComponent<Button>().interactable = false;
}
while
(health <= 0)
{
gameOver();
break;
}
currentSceneIndex = SceneManager.GetActiveScene().buildIndex;
PlayerPrefs.SetInt("SavedScene", currentSceneIndex);
SaveLoadManager.SavePlayer(this);
}
if(sceneName=="Choice 11")
{
PlayerData
data = SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina =
data.stamina;
focus =
data.focus;
while
(health <= 0)
{
gameOver();
break;
}
currentSceneIndex = SceneManager.GetActiveScene().buildIndex;
PlayerPrefs.SetInt("SavedScene", currentSceneIndex);
SaveLoadManager.SavePlayer(this);
}
if (sceneName
== "Choice 13")
{
PlayerData
data = SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina = data.stamina;
focus =
data.focus;
while
(health <= 0)
{
gameOver();
break;
}
currentSceneIndex = SceneManager.GetActiveScene().buildIndex;
PlayerPrefs.SetInt("SavedScene", currentSceneIndex);
SaveLoadManager.SavePlayer(this);
}
if(sceneName=="New State 8")
{
PlayerData
data = SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina =
data.stamina;
focus =
data.focus;
if
(stamina < 3)
{
button1.transform.GetComponent<Button>().interactable = false;
}
if (focus
< 1)
{
button1.transform.GetComponent<Button>().interactable = false;
}
while
(health <= 0)
{
gameOver();
break;
}
currentSceneIndex = SceneManager.GetActiveScene().buildIndex;
PlayerPrefs.SetInt("SavedScene", currentSceneIndex);
SaveLoadManager.SavePlayer(this);
}
if(sceneName=="Choice 14")
{
PlayerData
data = SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina =
data.stamina;
focus =
data.focus;
lifeGiver
= true;
while
(health <= 0)
{
gameOver();
break;
}
currentSceneIndex = SceneManager.GetActiveScene().buildIndex;
PlayerPrefs.SetInt("SavedScene", currentSceneIndex);
SaveLoadManager.SavePlayer(this);
}
if (sceneName
== "Choice 15")
{
PlayerData
data = SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina =
data.stamina;
focus =
data.focus;
decisionMaker = true;
while
(health <= 0)
{
gameOver();
break;
}
currentSceneIndex = SceneManager.GetActiveScene().buildIndex;
PlayerPrefs.SetInt("SavedScene",
currentSceneIndex);
SaveLoadManager.SavePlayer(this);
}
if (sceneName
== "New State 9")
{
PlayerData
data = SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina =
data.stamina;
focus =
data.focus;
while
(health <= 0)
{
gameOver();
break;
}
currentSceneIndex = SceneManager.GetActiveScene().buildIndex;
PlayerPrefs.SetInt("SavedScene", currentSceneIndex);
SaveLoadManager.SavePlayer(this);
}
if (sceneName
== "New State 10")
{
PlayerData data =
SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina =
data.stamina;
focus =
data.focus;
while
(health <= 0)
{
gameOver();
break;
}
currentSceneIndex = SceneManager.GetActiveScene().buildIndex;
PlayerPrefs.SetInt("SavedScene", currentSceneIndex);
SaveLoadManager.SavePlayer(this);
}
if (sceneName
== "Choice 16")
{
PlayerData
data = SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina =
data.stamina;
focus =
data.focus;
while (health <= 0)
{
gameOver();
break;
}
currentSceneIndex = SceneManager.GetActiveScene().buildIndex;
PlayerPrefs.SetInt("SavedScene", currentSceneIndex);
SaveLoadManager.SavePlayer(this);
}
if (sceneName
== "Choice 17")
{
PlayerData
data = SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina =
data.stamina;
focus =
data.focus;
while
(health <= 0)
{
gameOver();
break;
}
currentSceneIndex = SceneManager.GetActiveScene().buildIndex;
PlayerPrefs.SetInt("SavedScene", currentSceneIndex);
SaveLoadManager.SavePlayer(this);
}
if (sceneName
== "New State 11")
{
PlayerData data =
SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina =
data.stamina;
focus =
data.focus;
while
(health <= 0)
{
gameOver();
break;
}
currentSceneIndex = SceneManager.GetActiveScene().buildIndex;
PlayerPrefs.SetInt("SavedScene", currentSceneIndex);
SaveLoadManager.SavePlayer(this);
}
if (sceneName
== "Choice 18")
{
PlayerData
data = SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina = data.stamina;
focus =
data.focus;
while
(health <= 0)
{
gameOver();
break;
}
currentSceneIndex = SceneManager.GetActiveScene().buildIndex;
PlayerPrefs.SetInt("SavedScene", currentSceneIndex);
SaveLoadManager.SavePlayer(this);
}
if (sceneName
== "Choice 19")
{
PlayerData
data = SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina =
data.stamina;
focus =
data.focus;
while
(health <= 0)
{
gameOver();
break;
}
currentSceneIndex =
SceneManager.GetActiveScene().buildIndex;
PlayerPrefs.SetInt("SavedScene", currentSceneIndex);
SaveLoadManager.SavePlayer(this);
}
if (sceneName
== "New State 12")
{
PlayerData
data = SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina =
data.stamina;
focus =
data.focus;
while
(health <= 0)
{
gameOver();
break;
}
currentSceneIndex = SceneManager.GetActiveScene().buildIndex;
PlayerPrefs.SetInt("SavedScene", currentSceneIndex);
SaveLoadManager.SavePlayer(this);
}
if (sceneName
== "Choice 20")
{
PlayerData
data = SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina =
data.stamina;
focus =
data.focus;
while (health <= 0)
{
gameOver();
break;
}
currentSceneIndex = SceneManager.GetActiveScene().buildIndex;
PlayerPrefs.SetInt("SavedScene", currentSceneIndex);
SaveLoadManager.SavePlayer(this);
}
if (sceneName
== "Choice 21")
{
PlayerData
data = SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina =
data.stamina;
focus =
data.focus;
while
(health <= 0)
{
gameOver();
break;
}
currentSceneIndex = SceneManager.GetActiveScene().buildIndex;
PlayerPrefs.SetInt("SavedScene", currentSceneIndex);
SaveLoadManager.SavePlayer(this);
}
if (sceneName
== "New State 13")
{
PlayerData
data = SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina =
data.stamina;
focus =
data.focus;
while
(health <= 0)
{
gameOver();
break;
}
currentSceneIndex = SceneManager.GetActiveScene().buildIndex;
PlayerPrefs.SetInt("SavedScene", currentSceneIndex);
SaveLoadManager.SavePlayer(this);
}
if (sceneName
== "STWVol1FinishScene")
{
PlayerData
data = SaveLoadManager.LoadPlayer();
health =
data.health;
morale =
data.morale;
stamina =
data.stamina;
focus =
data.focus;
finalScore
= (health + morale + stamina + focus) * 6;
while
(health <= 0)
{
gameOver();
break;
}
currentSceneIndex = SceneManager.GetActiveScene().buildIndex;
PlayerPrefs.SetInt("SavedScene", currentSceneIndex);
SaveLoadManager.SavePlayer(this);
}
moraleText.text = "Morale: " + morale;
healthText.text
= "Health: " + health;
staminaText.text = "Stamina: " + stamina;
focusText.text
= "Focus: " + focus;
finalScoreText.text = "Your final score is: " + finalScore;
}
}
//MAIN MENU SOUND CONTROL SCRIPT
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class MainMenuSoundControl : MonoBehaviour
{
private
AudioSource mainMenuSoundtrack;
public static MainMenuSoundControl
instance;
private void
Awake()
{
if (instance
== null)
instance =
this;
else
{
Destroy(gameObject);
}
DontDestroyOnLoad(transform.gameObject);
mainMenuSoundtrack
= GetComponent<AudioSource>();
}
public void
Update()
{
Scene
currentScene = SceneManager.GetActiveScene();
string
sceneName = currentScene.name;
if (sceneName
== "New State 1")
Destroy(gameObject);
else if
(sceneName != "New Main Menu" & sceneName != "New
Reputations"
&
sceneName != "New Game Guide Menu" & sceneName != "New About
Me" & sceneName != "New Stories Gameplay"
&
sceneName != "New Dictionary" & sceneName != "New Dictionary
1")
Destroy(gameObject);
}
}
//PAUSE MENU SCRIPT
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class PauseMenu : MonoBehaviour
{
public static bool
gameIsPaused = false;
public GameObject
pauseMenuUI;
public void
Resume()
{
pauseMenuUI.SetActive(false);
Time.timeScale
= 1f;
gameIsPaused =
false;
}
public void
Pause()
{
pauseMenuUI.SetActive(true);
Time.timeScale
= 0f;
gameIsPaused =
true;
}
public void
onPlayMainMenu()
{
SceneManager.LoadScene("Main Menu");
}
}
//REPUTATIONS SCRIPT
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class Reputations : MonoBehaviour
{
public GameObject
familyManButton;
public GameObject coldAsIceButton;
public GameObject
vIPButton;
public GameObject
menOfThePeopleButton;
public GameObject
lifeGiverButton;
public GameObject
decisionMakerButton;
void Start()
{
GameEngine.familyMan = (PlayerPrefs.GetInt("familyman") !=0);
GameEngine.coldAsIce = (PlayerPrefs.GetInt("coldasice") != 0);
GameEngine.vIP
= (PlayerPrefs.GetInt("vip") != 0);
GameEngine.menOfThePeople =
(PlayerPrefs.GetInt("menofthepeople") != 0);
GameEngine.lifeGiver = (PlayerPrefs.GetInt("lifegiver") != 0);
GameEngine.decisionMaker =
(PlayerPrefs.GetInt("decisionmaker") != 0);
if
(GameEngine.familyMan == true)
{
familyManButton.GetComponent<Button>().interactable = true;
}
if
(GameEngine.coldAsIce == true)
{
coldAsIceButton.GetComponent<Button>().interactable = true;
}
if
(GameEngine.vIP == true)
{
vIPButton.GetComponent<Button>().interactable = true;
}
if
(GameEngine.menOfThePeople == true)
{
menOfThePeopleButton.GetComponent<Button>().interactable = true;
}
if
(GameEngine.lifeGiver == true)
{
lifeGiverButton.GetComponent<Button>().interactable = true;
}
if
(GameEngine.decisionMaker == true)
{
decisionMakerButton.GetComponent<Button>().interactable = true;
}
}
}
//SAVE LOAD MANAGER SCRIPT
using UnityEngine;
using System.Runtime.Serialization.Formatters.Binary;
using System.IO;
public static class SaveLoadManager
{
public static void
SavePlayer(GameEngine player)
{
BinaryFormatter bf = new BinaryFormatter();
string path =
Application.persistentDataPath + "/player.sav";
FileStream
stream = new FileStream(path, FileMode.Create);
PlayerData
data = new PlayerData(player);
bf.Serialize(stream, data);
stream.Close();
}
public static
PlayerData LoadPlayer ()
{
string path =
Application.persistentDataPath + "/player.sav";
if
(File.Exists(path))
{
BinaryFormatter bf = new BinaryFormatter();
FileStream
stream = new FileStream(path, FileMode.Open);
PlayerData
data= bf.Deserialize(stream) as PlayerData;
stream.Close();
return
data;
}
else
{
Debug.LogError("Save file not found in" + path);
return
null;
}
}
}
[System.Serializable]
public class
PlayerData
{
public int health;
public int morale;
public int
stamina;
public int focus;
public int
finalScore;
public
PlayerData(GameEngine player)
{
health =
player.health;
morale =
player.morale;
stamina =
player.stamina;
focus =
player.focus;
finalScore =
player.finalScore;
}
}
//SETTINGS SCRIPT
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Audio;
using UnityEngine.SceneManagement;
public class Settings : MonoBehaviour
{
public AudioMixer
audioMixer;
public void
SetVolume (float volume)
{
audioMixer.SetFloat("volume", volume);
PlayerPrefs.SetFloat("volumeSliderControl", volume);
}
public void
settingsMainMenuButton()
{
SceneManager.LoadScene("Main Menu");
}
public void settingsSettingsButton()
{
SceneManager.LoadScene("Settings");
}
public void
Start()
{
PlayerPrefs.GetFloat("volumeSliderControl");
}
}
//STORY SOUND CONTROL SCRIPT
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class StorySoundControl : MonoBehaviour
{
private
AudioSource storySoundtrack;
public static StorySoundControl
instance;
private void
Awake()
{
if (instance
== null)
instance =
this;
else
{
Destroy(gameObject);
}
DontDestroyOnLoad(transform.gameObject);
storySoundtrack
= GetComponent<AudioSource>();
}
public void
Update()
{
Scene
currentScene = SceneManager.GetActiveScene();
string
sceneName = currentScene.name;
if (sceneName
== "New Main Menu")
Destroy(gameObject);
if (sceneName
== "New Game Over")
Destroy(gameObject);
if (sceneName
== "STWVol1FinishScene")
Destroy(gameObject);
if (sceneName
== "Books Menu")
Destroy(gameObject);
if (sceneName
== "Start Menu")
Destroy(gameObject);
}
}
Yorumlar
Yorum Gönder