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SnowBallRefactoring
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SnowBallRefactoring
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Assets/Scripts/finish_switch.cs
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crypt
Мой первый проект. Старт рефакторинга.
21 июл 2026, 18:23
21 июл 2026, 18:23
bef234c
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using UnityEngine; using System.Collections; using UnityEngine.UI; using UnityEngine.SceneManagement; using GoogleMobileAds.Api; public class finish_switch : MonoBehaviour { AudioSource ac; Animator animator; void Start() { ac = GetComponent<AudioSource>(); animator = GetComponent<Animator>(); } public void switch_finish_main_menu() { //SceneManager.LoadScene(1); SceneManager.LoadScene(1); } public void switch_finish_restart() { start_game_push.start_game_bool = false; if(Level_pick.helper_level==1) SceneManager.LoadScene("Level_1"); if (Level_pick.helper_level == 2) SceneManager.LoadScene("Level_2"); if (Level_pick.helper_level == 3) SceneManager.LoadScene("Level_3"); if (Level_pick.helper_level == 4) SceneManager.LoadScene("Level_4"); if (Level_pick.helper_level == 5) SceneManager.LoadScene("Level_5"); if (Level_pick.helper_level == 6) SceneManager.LoadScene("Level_6"); if (Level_pick.helper_level == 7) SceneManager.LoadScene("Level_7"); if (Level_pick.helper_level == 8) SceneManager.LoadScene("Level_8"); if (Level_pick.helper_level == 9) SceneManager.LoadScene("Level_9"); if (Level_pick.helper_level == 10) SceneManager.LoadScene("Level_10"); } public void switch_finish_next() { start_game_push.start_game_bool = false; switch (Level_pick.helper_level) { case 1: if(PlayerPrefs.GetFloat("BestScore1")>60) Level_pick.helper_level++; break; case 2: if (PlayerPrefs.GetFloat("BestScore2") > 200) Level_pick.helper_level++; break; case 3: if (PlayerPrefs.GetFloat("BestScore3") > 380) Level_pick.helper_level++; break; case 4: if (PlayerPrefs.GetFloat("BestScore4") > 540) Level_pick.helper_level++; break; case 5: if (PlayerPrefs.GetFloat("BestScore5") > 610) Level_pick.helper_level++; break; case 6: if (PlayerPrefs.GetFloat("BestScore6") > 450) Level_pick.helper_level++; break; case 7: if(PlayerPrefs.GetFloat("BestScore7") > 640) Level_pick.helper_level++; break; case 8: if (PlayerPrefs.GetFloat("BestScore8") > 880) Level_pick.helper_level++; break; case 9: if (PlayerPrefs.GetFloat("BestScore9") > 730) Level_pick.helper_level++; break; case 10: if (PlayerPrefs.GetFloat("BestScore10") > 760) Level_pick.helper_level++; break; } if (Level_pick.helper_level == 1) SceneManager.LoadScene("Level_1"); if (Level_pick.helper_level == 2) SceneManager.LoadScene("Level_2"); if (Level_pick.helper_level == 3) SceneManager.LoadScene("Level_3"); if (Level_pick.helper_level == 4) SceneManager.LoadScene("Level_4"); if (Level_pick.helper_level == 5) SceneManager.LoadScene("Level_5"); if (Level_pick.helper_level == 6) SceneManager.LoadScene("Level_6"); if (Level_pick.helper_level == 7) SceneManager.LoadScene("Level_7"); if (Level_pick.helper_level == 8) SceneManager.LoadScene("Level_8"); if (Level_pick.helper_level == 9) SceneManager.LoadScene("Level_9"); if (Level_pick.helper_level == 10) SceneManager.LoadScene("Level_10"); if (Level_pick.helper_level > 11) Level_pick.helper_level = 11; } void OnMouseUp() { if (gameObject.name == "exit") switch_finish_main_menu(); if(gameObject.name =="retry") switch_finish_restart(); if (gameObject.name == "next") switch_finish_next(); } void OnMouseDown() { animator.SetTrigger("pressed"); if (PlayerPrefs.GetInt("isSound") == 1) ac.Play(); } }