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Required Namespaces

The document outlines a Unity-based game management system that includes user account handling, season progression, and online leaderboard functionality using PlayFab. Key components include LoginManager for user authentication and season management, SeasonManager for checking season unlock status, and LeaderboardManager for managing player scores. The MainMenuUI class handles user interface interactions for login, registration, and game navigation.

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0% found this document useful (0 votes)
4 views26 pages

Required Namespaces

The document outlines a Unity-based game management system that includes user account handling, season progression, and online leaderboard functionality using PlayFab. Key components include LoginManager for user authentication and season management, SeasonManager for checking season unlock status, and LeaderboardManager for managing player scores. The MainMenuUI class handles user interface interactions for login, registration, and game navigation.

Uploaded by

a.k.aadhavanff47
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

// --- Required Namespaces (Often at the top of separate files, but combined here) ---

using UnityEngine;

using [Link];

using [Link];

using PlayFab;

using [Link];

using [Link];

//
===========================================================================
==========

// 1. [Link]

// Handles User Accounts and Season Progression (Local with PlayFab Cloud Sync Concept)

//
===========================================================================
==========

public static class LoginManager

public static string CurrentUsername { get; private set; }

public static int CurrentUnlockedSeason { get; private set; } = 1;

public static bool IsLoggedIn => ![Link](CurrentUsername);

public delegate void LoginStatusChange(bool isLoggedIn);

public static event LoginStatusChange OnLoginStatusChanged;

public delegate void PlayerProgressUpdated(int newUnlockedSeason);

public static event PlayerProgressUpdated OnPlayerProgressUpdated;

// --- Local Account Management (PlayerPrefs for simplicity) ---


public static bool Login(string username, string password)

string savedPassword = [Link](username + "_pass", "");

if (savedPassword == password)

CurrentUsername = username;

CurrentUnlockedSeason = [Link](username + "_season", 1);

[Link]($"Logged in as {CurrentUsername}. Unlocked Season:


{CurrentUnlockedSeason}");

OnLoginStatusChanged?.Invoke(true);

return true;

[Link]("Login failed: Invalid username or password.");

return false;

public static void Register(string username, string password)

if ([Link](username + "_pass"))

[Link]($"Registration failed: Username '{username}' already exists.");

return;

[Link](username + "_pass", password);

[Link](username + "_season", 1); // Start with Season 1 unlocked

[Link]();
CurrentUsername = username;

CurrentUnlockedSeason = 1;

[Link]($"Registered and logged in as {CurrentUsername}. Season 1 unlocked.");

OnLoginStatusChanged?.Invoke(true);

public static void Logout()

CurrentUsername = null;

CurrentUnlockedSeason = 1; // Reset to default or last saved global unlocked season

[Link]("Logged out.");

OnLoginStatusChanged?.Invoke(false);

// --- Season Progression Management ---

public static int GetUnlockedSeason()

if (IsLoggedIn)

CurrentUnlockedSeason = [Link](CurrentUsername + "_season", 1);

return CurrentUnlockedSeason;

public static void UnlockNextSeason()

if (IsLoggedIn)

{
CurrentUnlockedSeason++;

[Link](CurrentUsername + "_season", CurrentUnlockedSeason);

[Link]();

[Link]($"Season unlocked for {CurrentUsername}: Now Season


{CurrentUnlockedSeason}");

OnPlayerProgressUpdated?.Invoke(CurrentUnlockedSeason);

SyncProgressToCloud(); // Attempt to sync progress

else

[Link]("Cannot unlock season: No user logged in.");

// Placeholder for cloud save - this would involve PlayFab API calls

public static void SyncProgressToCloud()

if (IsLoggedIn && [Link]())

var request = new UpdateUserDataRequest

Data = new Dictionary<string, string>

{ "UnlockedSeason", [Link]() }

},

Permission = [Link]

};
[Link](request,

result => [Link]("Cloud save (UnlockedSeason) successful!"),

error => [Link]("Cloud save error: " + [Link]())

);

public static void GetProgressFromCloud()

if (IsLoggedIn && [Link]())

var request = new GetUserDataRequest

PlayFabId = [Link],

Keys = new List<string> { "UnlockedSeason" }

};

[Link](request,

result =>

if ([Link] != null && [Link]("UnlockedSeason"))

int cloudSeason = [Link]([Link]["UnlockedSeason"].Value);

if (cloudSeason > CurrentUnlockedSeason)

CurrentUnlockedSeason = cloudSeason;

[Link](CurrentUsername + "_season", CurrentUnlockedSeason);

[Link]();
[Link]($"Cloud progress loaded: Season {CurrentUnlockedSeason} is
now unlocked.");

OnPlayerProgressUpdated?.Invoke(CurrentUnlockedSeason);

else

[Link]("Local progress is already equal to or ahead of cloud progress.");

},

error => [Link]("Cloud load error: " + [Link]())

);

//
===========================================================================
==========

// 2. [Link]

// Simplifies Season Checks

//
===========================================================================
==========

public static class SeasonManager

public static bool IsSeasonUnlocked(int season)

return season <= [Link]();

}
public static void CompleteSeason()

[Link]();

[Link]("Current season completed! Unlocking next season.");

//
===========================================================================
==========

// 3. [Link]

// Main Menu Navigation and Login/Registration UI handling

//
===========================================================================
==========

public class MainMenuUI : MonoBehaviour

[Header("Login/Register UI")]

public GameObject loginPanel;

public InputField usernameInput;

public InputField passwordInput;

public Text statusText;

[Header("Main Menu Buttons")]

public Button playButton;

public Button seasonSelectButton;

public Button leaderboardButton;

public Button logoutButton;


void Start()

if (![Link])

[Link](true);

SetMainMenuButtonsActive(false);

[Link] = "Please Login or Register.";

else

[Link](false);

SetMainMenuButtonsActive(true);

[Link] = $"Welcome, {[Link]}!";

[Link](); // Try to sync on start if logged in

[Link] += HandleLoginStatusChange;

void OnDestroy()

[Link] -= HandleLoginStatusChange;

void HandleLoginStatusChange(bool isLoggedIn)

[Link](!isLoggedIn);
SetMainMenuButtonsActive(isLoggedIn);

if (isLoggedIn)

[Link] = $"Welcome, {[Link]}!";

else

[Link] = "Please Login or Register.";

void SetMainMenuButtonsActive(bool active)

[Link](active);

[Link](active);

[Link](active);

[Link](active);

public void OnLoginButtonClicked()

if ([Link]([Link], [Link]))

[Link] = $"Login Successful! Welcome, {[Link]}!";

[Link]?.LoginWithCustomID([Link]); //
Login to PlayFab on game login

else
{

[Link] = "Login Failed: Check username and password.";

public void OnRegisterButtonClicked()

if ([Link]([Link]) ||
[Link]([Link]))

[Link] = "Username and password cannot be empty.";

return;

[Link]([Link], [Link]);

if ([Link])

[Link] = $"Registration Successful! Welcome,


{[Link]}!";

[Link]?.LoginWithCustomID([Link]); //
Login to PlayFab on game registration

else

[Link] = $"Registration Failed: Username '{[Link]}' already


exists.";

}
public void OnLogoutButtonClicked()

[Link]();

[Link] = "Logged out. Please login or register.";

public void PlayGame()

if ([Link])

int currentSeason = [Link]();

[Link]("Season" + currentSeason + "Scene");

else

[Link] = "Please login to play the game.";

[Link]("Attempted to play game without logging in.");

public void SeasonSelect()

if ([Link])

[Link]("SeasonSelectorScene");

else

{
[Link] = "Please login to select a season.";

[Link]("Attempted to access Season Select without logging in.");

public void ViewLeaderboard()

if ([Link])

[Link]("LeaderboardScene");

else

[Link] = "Please login to view the leaderboard.";

[Link]("Attempted to view leaderboard without logging in.");

public void QuitGame()

[Link]("Quitting Game...");

[Link]();

//
===========================================================================
==========

// 4. [Link]
// For Season Selection UI buttons

//
===========================================================================
==========

public class SeasonButton : MonoBehaviour

public int seasonNumber;

public Button button;

public Text seasonTitleText;

public GameObject lockIcon;

private static readonly string[] seasonTitles = {

"", // Index 0 unused to match 1-based seasonNumber

"Season 1: Reawakening",

"Season 2: Shadow Extraction",

"Season 3: Monarchs' War Begins",

"Season 4: The Final Battle",

"Season 5: Legacy of the Shadow", // Sung Suho's arc

"Season 6: New Beginnings"

};

void Start()

if (button == null) button = GetComponent<Button>();

UpdateSeasonButtonState();

[Link] += HandlePlayerProgressUpdated;

void OnDestroy()
{

[Link] -= HandlePlayerProgressUpdated;

void UpdateSeasonButtonState()

bool unlocked = [Link](seasonNumber);

[Link] = unlocked;

if (lockIcon != null)

[Link](!unlocked);

if (seasonTitleText != null)

if (seasonNumber >= 1 && seasonNumber < [Link])

[Link] = seasonTitles[seasonNumber];

else

[Link] = "Season " + seasonNumber;

if (!unlocked)

[Link] += " (Locked)";

}
}

void HandlePlayerProgressUpdated(int newUnlockedSeason)

UpdateSeasonButtonState();

public void LoadSeason()

if ([Link](seasonNumber))

string sceneToLoad = "Season" + seasonNumber + "Scene";

[Link](sceneToLoad);

[Link]("Loading " + sceneToLoad);

// In a full game, you'd also signal the protagonist change here if seasonNumber == 5

// e.g., [Link](seasonNumber == 5 ?
[Link] : [Link]);

else

[Link]("Season " + seasonNumber + " is locked! Complete previous


seasons first.");

}
//
===========================================================================
==========

// 5. [Link]

// Random Rewards for Player

//
===========================================================================
==========

public static class RewardSystem

static string[] titles = {

"Shadow Monarch", "Dagger God", "King Slayer", "Necromancer Supreme",

"System's Chosen", "Ruler's Hand", "Gate Breaker", "Monarch's Bane",

"Hunter of Hunters", "Abyssal Conqueror", "Shadow Sovereign",

"Knight of Death", "Dragon Slayer", "True Shadow", "Arisen One",

"Heir to the Monarch"

};

public static int GetRandomGold()

int tier = [Link](0, 3);

if (tier == 0) return [Link](100, 500);

else if (tier == 1) return [Link](500, 2000);

else return [Link](2000, 10000);

public static string GetRandomTitle()

return titles[[Link](0, [Link])];


}

public static void AwardRandomReward()

string title = GetRandomTitle();

int gold = GetRandomGold();

[Link]($"Awarded: Title - '{title}', Gold - {gold}");

// Implement actual player inventory/stat updates here

//
===========================================================================
==========

// 6. [Link]

// Online Leaderboard via PlayFab

//
===========================================================================
==========

public class LeaderboardManager : MonoBehaviour

public static LeaderboardManager Instance { get; private set; }

[Header("Leaderboard UI")]

public Text leaderboardDisplay; // UI Text element to show scores

// PlayFab Title ID - IMPORTANT: Set this in the Unity Editor Inspector!

public string playFabTitleId = "YOUR_PLAYFAB_TITLE_ID";


void Awake()

if (Instance != null && Instance != this)

Destroy(gameObject);

else

Instance = this;

DontDestroyOnLoad(gameObject);

if ([Link]([Link]))

[Link] = playFabTitleId;

public void LoginWithCustomID(string userId)

if ([Link]())

[Link]("Already logged into PlayFab.");

return;

[Link](new LoginWithCustomIDRequest

{
CustomId = userId,

CreateAccount = true,

InfoRequestParameters = new GetPlayerCombinedInfoRequestParams

GetPlayerProfile = true

},

result => {

[Link]($"PlayFab login successful for user: {[Link]}");

if ([Link] != null && [Link] != null


&&

[Link]([Link]))

UpdateDisplayName(userId);

[Link](); // Sync local with cloud after PlayFab login

},

error => [Link]("PlayFab Login Error: " + [Link]()));

private void UpdateDisplayName(string displayName)

[Link](new
UpdateUserTitleDisplayNameRequest

DisplayName = displayName

},

result => [Link]($"Display name updated to: {[Link]}"),

error => [Link]("Update Display Name Error: " + [Link]()));


}

public void SubmitScore(int score)

if (![Link]())

[Link]("Cannot submit score: Not logged into PlayFab. Attempting


login...");

if ([Link])

LoginWithCustomID([Link]);

return;

var req = new UpdatePlayerStatisticsRequest

Statistics = new List<StatisticUpdate> {

new StatisticUpdate { StatisticName = "HunterRank", Value = score }

};

[Link](req,

result => [Link]($"Score {score} submitted successfully to PlayFab."),

error => [Link]("Submit Score Error: " + [Link]()));

public void GetTopScores()

{
if (![Link]())

[Link]("Cannot get leaderboard: Not logged into PlayFab. Attempting


login...");

if ([Link])

LoginWithCustomID([Link]);

return;

[Link](new GetLeaderboardRequest

StatisticName = "HunterRank",

StartPosition = 0,

MaxResultsCount = 10

},

result => {

if (leaderboardDisplay != null)

string displayString = "--- Top Hunter Ranks ---\n";

int rank = 1;

foreach (var entry in [Link])

string playerName = [Link]([Link]) ? [Link] :


[Link];

displayString += $"Rank {rank}: {playerName} - {[Link]}\n";

rank++;

}
[Link] = displayString;

else

foreach (var entry in [Link])

[Link]($"Rank {[Link] + 1}: {[Link] ?? [Link]} -


{[Link]}");

},

error => [Link]("Get Leaderboard Error: " + [Link]()));

//
===========================================================================
==========

// 7. [Link]

// Basic 3D Player Movement (Requires CharacterController)

//
===========================================================================
==========

[RequireComponent(typeof(CharacterController))]

public class PlayerController : MonoBehaviour

[Header("Movement Settings")]

public float moveSpeed = 5f;

public float sprintSpeed = 8f;

public float rotationSpeed = 10f;

public float jumpHeight = 2f;

public float gravity = -9.81f;


CharacterController controller;

Vector3 velocity;

bool isGrounded;

public Animator playerAnimator; // Drag your character's Animator component here

void Start()

controller = GetComponent<CharacterController>();

if (playerAnimator == null)

playerAnimator = GetComponentInChildren<Animator>(); // Tries to find animator on


child

void Update()

isGrounded = [Link];

if (isGrounded && velocity.y < 0)

velocity.y = 0f;

float horizontalInput = [Link]("Horizontal");

float verticalInput = [Link]("Vertical");


Vector3 moveDirection = [Link] * horizontalInput + [Link] *
verticalInput;

[Link]();

float currentSpeed = moveSpeed;

if ([Link]([Link]))

currentSpeed = sprintSpeed;

[Link](moveDirection * currentSpeed * [Link]);

if ([Link]("Jump") && isGrounded)

velocity.y = [Link](jumpHeight * -2f * gravity);

if (playerAnimator != null) [Link]("Jump");

velocity.y += gravity * [Link];

[Link](velocity * [Link]);

if (playerAnimator != null)

bool isMoving = [Link] > 0.1f;

[Link]("IsMoving", isMoving);

[Link]("MoveSpeed", [Link] * currentSpeed);

}
// Call this function when the protagonist needs to switch (e.g., at the start of Season 5)

public void ChangeProtagonistModel(GameObject newProtagonistModelPrefab)

// This is a simplified example. In a full game, you'd manage character models,

// their animators, and potentially their skill components.

// Destroy the old character model child (if you are swapping them as children)

// or disable the current one.

// For example, if Jinwoo and Suho models are children of this PlayerController object:

foreach (Transform child in transform)

if ([Link]("Jinwoo") ||
[Link]("Suho"))

[Link](false); // Disable current model

// Instantiate the new model (if not already present as a child)

// Or activate the correct child GameObject

GameObject activeModel = null;

if (newProtagonistModelPrefab != null)

// If newProtagonistModelPrefab is a *child* of this PlayerController:

activeModel = [Link]([Link])?.gameObject;

if(activeModel != null)

{
[Link](true);

else // If it's a prefab to instantiate

activeModel = Instantiate(newProtagonistModelPrefab, [Link],


[Link], transform);

[Link] = [Link]; // Keep name clean

if (activeModel != null)

playerAnimator = [Link]<Animator>();

if (playerAnimator == null)

playerAnimator = [Link]<Animator>();

[Link]($"Protagonist changed to: {[Link]}");

else

[Link]("New protagonist model is null or not found.");

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