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const int | |
kPreLevelScenes = 2, // Number of scenes before the first level (splash, menu, etc.) | |
kPostLevelScenes = 0; // Number of scenes after last level (score, credits, whatever) | |
const string kLevelScorePrefix = "Score for level "; | |
// ... | |
void OnLevelBeat () | |
{ | |
if (Application.loadedLevel < Application.levelCount - kPostLevelScenes - 1) | |
{ | |
Application.LoadLevel (Application.loadedLevel + 1); | |
} | |
else | |
{ | |
Debug.Log ("You win!"); | |
} | |
} | |
// ... | |
int GetScore (int level) | |
{ | |
return PlayerPrefs.GetInt (kLevelScorePrefix + level, 0); | |
} | |
void SetScore (int level, int score) | |
{ | |
PlayerPrefs.SetInt (kLevelScorePrefix + level, score); | |
} | |
int Level | |
{ | |
get | |
{ | |
return Application.loadedLevel - kPreLevelScenes; | |
} | |
} | |
// ... | |
void OnHighscoreGUI () | |
{ | |
int levelCount = Application.levelCount - kPreLevelScenes - kPostLevelScenes; | |
for (int level = 0; level < levelCount; ++level) | |
{ | |
GUILayout.Label (string.Format ( | |
"Level {0}{1}: {2}", | |
level + 1, | |
level == Level ? " (current)" : "", | |
GetScore (level) | |
)); | |
} | |
} |
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