using UnityEngine; public class GameSetup { public static void InitializeGame() { for (int i = 0; i < 8; i++) { if (!PlayerPrefs.HasKey($"Score_{i}")) { PlayerPrefs.SetInt($"Score_{i}", 0); } if (!PlayerPrefs.HasKey($"Level_{i}")) { PlayerPrefs.SetInt($"Level_{i}", 0); } if (!PlayerPrefs.HasKey($"Name_{i}")) { PlayerPrefs.SetString($"Name_{i}", ""); } } Debug.Log("Game Initialized"); } public static void ZapScores() { for (int i = 0; i < 8; i++) { PlayerPrefs.SetInt($"Score_{i}", 0); PlayerPrefs.SetInt($"Level_{i}", 0); PlayerPrefs.SetString($"Name_{i}", ""); } Debug.Log("Scores Reset"); } public static void InsertScore(int score, int level, string name) { for (int i = 0; i < 8; i++) { int currentScore = PlayerPrefs.GetInt($"Score_{i}"); if (score > currentScore) { // Shift lower scores down for (int j = 7; j > i; j--) { PlayerPrefs.SetInt($"Score_{j}", PlayerPrefs.GetInt($"Score_{j - 1}")); PlayerPrefs.SetInt($"Level_{j}", PlayerPrefs.GetInt($"Level_{j - 1}")); PlayerPrefs.SetString($"Name_{j}", PlayerPrefs.GetString($"Name_{j - 1}")); } // Insert new score PlayerPrefs.SetInt($"Score_{i}", score); PlayerPrefs.SetInt($"Level_{i}", level); PlayerPrefs.SetString($"Name_{i}", name); break; } } Debug.Log($"Inserted Score: {score}, Level: {level}, Name: {name}"); } public static bool IsHighScore(int score) { for (int i = 0; i < 8; i++) { int currentScore = PlayerPrefs.GetInt($"Score_{i}"); if (score > currentScore) { return true; } } return false; } }