Update and Get PlayerPrefs during runtime?
Hello there,
So I am working on my ingame store where a user can buy a powerup. Once he purchases it, an integer value gets increased by one which is then stored to a PlayerPref. However, during gameplay, the script checks the if the amount of that integer becomes equal to or less than 0, if it does, it's supposed to disable it. But, this doesn't happen until I reset the scene.
Basically, the GetInt doesn't update in realtime. It only updates once I reset the scene. My idea is to disable the powerup once its amount reaches to 0 which is stored in a PlayerPref. I hope I made it clear. Is there any way I can do that?
Here's a piece of code that might be helpful
StoreUIManager
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class StoreUIManager : MonoBehaviour {
Animator backPanel;
Animator confirmDialog;
Animator notEnoughOrbsDialog;
public Sprite invincibilityCell;
public Image buyScreenItemIMG;
//===PRICE LIST====//
public int invincibilityOrbPrice = 10;
//===============//
//====ITEM BOOLS====//
bool canPurchase;
public bool isPurchasing;
//================//
public int invinPowerCount;
public Text totalCoinsTXT;
int orbCount;
//initiliatizing other scripts
public DataController dataControl;
public void Start()
{
if (Application.loadedLevelName == "store") {
dataControl = GameObject.Find ("DataController").GetComponent<DataController> ();
checkNecessary ();
backPanel = GameObject.Find ("dialog_bg").GetComponent<Animator> ();
confirmDialog = GameObject.Find ("confirmdialog").GetComponent<Animator> ();
notEnoughOrbsDialog = GameObject.Find ("notenoughorbs").GetComponent<Animator> ();
}
}
public void Update()
{
if (Application.loadedLevelName == "store") {
totalCoinsTXT.text = PlayerPrefs.GetInt (dataControl.totalCoinsKEY).ToString ();
}
}
public void checkNecessary()
{
orbCount = PlayerPrefs.GetInt (dataControl.totalCoinsKEY);
if (orbCount >= invincibilityOrbPrice) {
canPurchase = true;
}
}
//purchase invincibility power
public void buyInvincible()
{
if (canPurchase) {
isPurchasing = true;
buyScreenItemIMG.sprite = invincibilityCell;
backPanel.SetBool("purchaseTriggered", true);
confirmDialog.SetBool("confirmDialog", true);
} else {
backPanel.SetBool("purchaseTriggered", true);
notEnoughOrbsDialog.SetBool("notEnoughOrbsTrigger", true);
isPurchasing = false;
}
}
//on BUY click
public void buyBtnClick()
{
updateWallet (1);
confirmDialog.SetBool ("confirmDialog", false);
}
//cancel button click
public void cancelBtnClick()
{
backPanel.SetBool ("purchaseTriggered", false);
confirmDialog.SetBool ("confirmDialog", false);
}
//okay button click
public void okBtnClick()
{
notEnoughOrbsDialog.SetBool ("notEnoughOrbsTrigger", false);
}
//common btn functions
public void btnCommon()
{
}
//when backBtn is clicked
public void backBtn()
{
Application.LoadLevel ("menu");
}
//update wallet
public void updateWallet(int itemID)
{
totalCoinsTXT.text = (int.Parse (totalCoinsTXT.text) - invincibilityOrbPrice).ToString ();
if (itemID == 1) {
PlayerPrefs.SetInt(dataControl.invincibilityCountKEY, 1 + invinPowerCount);
PlayerPrefs.SetInt (dataControl.totalCoinsKEY, dataControl.totalCoins - invincibilityOrbPrice);
Application.LoadLevel ("store");
}
dataControl.updatePowers();
}
}
DataController
using UnityEngine;
using System.Collections;
using System.IO;
public class DataController : MonoBehaviour {
//importing character script
public CharacterControl charScript;
public StoreUIManager storeScript;
public string totalCoinsKEY = "totalCoinsCount";
public int totalCoins;
public string bestScoreKEY = "bestScoreEver";
public int bestScore;
public bool updatePlayerBestScore;
public string invincibilityCountKEY = "invinCount";
public int invinPowerCount;
// Use this for initialization
void Start () {
if (Application.loadedLevelName == "main") {
//getting character script
charScript = GameObject.Find ("character").GetComponent<CharacterControl> ();
storeScript = GameObject.Find ("StoreUIManager").GetComponent<StoreUIManager>();
}
totalCoins = PlayerPrefs.GetInt (totalCoinsKEY);
bestScore = PlayerPrefs.GetInt (bestScoreKEY);
invinPowerCount = PlayerPrefs.GetInt (invincibilityCountKEY);
}
public void Update()
{
}
public void playerCount()
{
//PlayerPrefs hmm
PlayerPrefs.SetInt (totalCoinsKEY, charScript.orbs + totalCoins);
}
public void updatePlayerScore()
{
if (PlayerPrefs.HasKey (bestScoreKEY)) {
if (PlayerPrefs.GetInt (bestScoreKEY) <= charScript.distance) {
bestScore = PlayerPrefs.GetInt (bestScoreKEY);
updatePlayerBestScore = true;
}
}
if(updatePlayerBestScore || !PlayerPrefs.HasKey(bestScoreKEY))
{
PlayerPrefs.SetInt (bestScoreKEY, charScript.distance);
}
}
public void updatePowers()
{
}
}
MainUIManager using UnityEngine; using System.Collections; using UnityEngine.UI; using System.Collections.Generic; public class UIManager : MonoBehaviour {
public AudioClip btnClick;
public Animator startButton;
public Animator aboutButton;
//public Animator soundButton;
public Animator logoImage;
public Sprite soundOffSprite;
public Sprite soundOnSprite;
//after player die UI
public Text distanceCovered;
public Text coinsCollected;
//public Text randomHints;
public Text totalCoinsText;
public Text randomHintsText;
public Text bestScoreA;
public string[] randomHints;
public bool isMute;
public bool isRestart;
public Button powerInvin;
//getting player script for variables
public CharacterControl charScript;
public DataController dataControl;
public StoreUIManager storeScript;
public void Start()
{
if (Application.loadedLevelName == "main") {
GameObject player = GameObject.Find ("character");
charScript = player.GetComponent<CharacterControl> ();
randomHintsText.text = randomHints [Random.Range (0, randomHints.Length)];
bestScoreA.text = dataControl.bestScore.ToString();
storeScript = GameObject.Find("StoreUIManager").GetComponent<StoreUIManager>();
if (dataControl.invinPowerCount <= 0) {
powerInvin.enabled = false;
powerInvin.GetComponentInChildren<CanvasRenderer>().SetAlpha(0.5f);
} else {
powerInvin.enabled = true;
}
}
dataControl = GameObject.Find ("DataController").GetComponent<DataController> ();
if (Application.loadedLevelName == "menu") {
totalCoinsText.text = dataControl.totalCoins.ToString ();
}
//checking if invincibility power has even been bought or not.
}
public void Update()
{
}
public void FixedUpdate()
{
}
public void restartScreenUI()
{
distanceCovered.text = charScript.distLabel.text;
coinsCollected.text = charScript.orbsLabel.text;
}
//start game event
public void startGame()
{
aboutButton.SetBool ("isClicked", true);
startButton.SetBool ("isClicked", true);
//soundButton.SetBool ("isClicked", true);
logoImage.SetBool ("isClicked", true);
Application.LoadLevel ("main");
}
//about click event
public void aboutGame()
{
aboutButton.SetBool ("isClicked", true);
startButton.SetBool ("isClicked", true);
//soundButton.SetBool ("isClicked", true);
logoImage.SetBool ("isClicked", true);
}
//sound click event
public void soundClick()
{
}
//common BUTTON function
public void btnCommon()
{
//playing sound on click
AudioSource.PlayClipAtPoint (btnClick, transform.position, 2000.0f);
}
//restarting level
public void restartLevel()
{
Application.LoadLevel ("main");
}
//exit to menu
public void exitToMenu()
{
Application.LoadLevel ("menu");
}
//go to Store
public void goToStore()
{
Application.LoadLevel ("store");
}
//invincibility power click
public void powerInvinClick()
{
charScript.powerInvincibleEvent ();
dataControl.invinPowerCount = dataControl.invinPowerCount - 1;
PlayerPrefs.SetInt (dataControl.invincibilityCountKEY, dataControl.invinPowerCount);
}
}
Could you tell us which one of your three PlayerPrefs keys is the one which doesn't update? Which file/function/line does that call occur on? Which integer is being incremented?
Or actually, could you just print(PlayerPrefs.GetInt(...));
before and after you write to it so you can see for yourself if the value is updated or not. I am thinking the problem is not with PlayerPrefs but with your code. See this example, it works just fine...
using UnityEngine;
public class PlayerPrefsRealTime : $$anonymous$$onoBehaviour {
public int output;
void Update() {
PlayerPrefs.SetInt("Time", (int)Time.timeSinceLevelLoad);
output = PlayerPrefs.GetInt("Time");
}
}
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