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How to clock down time to respawn lifes for playing again

Discussion in 'Scripting' started by astingengo, Jul 3, 2022.

  1. astingengo

    astingengo

    Joined:
    Apr 28, 2022
    Posts:
    25
    Hi there,

    I just don't have ideas how to do that so maybe someone wants to help me.
    What I want to do is:
    - you play the game and you have n lifes and n time for that. After you finish it the respawn time will start [I'm having in mind 6 hours]
    - I have a self hosted db [postgres] so need to count that there on each player based when they remain w/o lifes and time
    - I want to count this on the phone as well

    How to do that ... e.g: on the DB I want to respawn after 5 hours and 55 seconds and on the phone itself after 6 hours. So if they will came again after 6 hours, the game will make a request to the DB and it will say that he has again n lifes and n time to be able to play the game.

    If he came after 5 hours, the counter from the phone itself will say that there is more time to wait.

    How can I achieve that?

    Thanks
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,740
    The purpose of this forum is to assist people who are ready to learn by doing, and who are unafraid to get their hands dirty learning how to code, particularly in the context of Unity3D.

    This assumes you have at least written and studied some code and have run into some kind of issue.

    If you haven't even started yet, go check out some Youtube videos for whatever game design you have in mind. There are already many examples of the individual parts and concepts involved, as there is nothing truly new under the sun.

    If you just want someone to do it for you, you need go to one of these places:

    https://forum.unity.com/forums/commercial-job-offering.49/

    https://forum.unity.com/forums/non-commercial-collaboration.17/

    https://livehelp.unity.com/?keywords=&page=1&searchTypes=lessons

    Tutorials... lots of tutorials. Either use
    System.DateTime
    to do it locally, or if you want server authoritative, start working on tutorials for making games that connect to servers. It is not gonna be simple.

    I highly recommend you focus on dozens of simpler non-net-connected games before trying the above.

    Imphenzia: How Did I Learn To Make Games:



    Tutorials and example code are great, but keep this in mind to maximize your success and minimize your frustration:

    How to do tutorials properly, two (2) simple steps to success:

    Step 1. Follow the tutorial and do every single step of the tutorial 100% precisely the way it is shown. Even the slightest deviation (even a single character!) generally ends in disaster. That's how software engineering works. Every step must be taken, every single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly, literally NOTHING can be omitted or skipped.

    Fortunately this is the easiest part to get right: Be a robot. Don't make any mistakes.
    BE PERFECT IN EVERYTHING YOU DO HERE!!

    If you get any errors, learn how to read the error code and fix your error. Google is your friend here. Do NOT continue until you fix your error. Your error will probably be somewhere near the parenthesis numbers (line and character position) in the file. It is almost CERTAINLY your typo causing the error, so look again and fix it.

    Step 2. Go back and work through every part of the tutorial again, and this time explain it to your doggie. See how I am doing that in my avatar picture? If you have no dog, explain it to your house plant. If you are unable to explain any part of it, STOP. DO NOT PROCEED. Now go learn how that part works. Read the documentation on the functions involved. Go back to the tutorial and try to figure out WHY they did that. This is the part that takes a LOT of time when you are new. It might take days or weeks to work through a single 5-minute tutorial. Stick with it. You will learn.

    Step 2 is the part everybody seems to miss. Without Step 2 you are simply a code-typing monkey and outside of the specific tutorial you did, you will be completely lost. If you want to learn, you MUST do Step 2.

    Of course, all this presupposes no errors in the tutorial. For certain tutorial makers (like Unity, Brackeys, Imphenzia, Sebastian Lague) this is usually the case. For some other less-well-known content creators, this is less true. Read the comments on the video: did anyone have issues like you did? If there's an error, you will NEVER be the first guy to find it.

    Beyond that, Step 3, 4, 5 and 6 become easy because you already understand!
     
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  3. astingengo

    astingengo

    Joined:
    Apr 28, 2022
    Posts:
    25
    Sorry, I was laisy and didn't tried to find some answers first.
    I just didn't had ideas how to make DB to interact with the game.

    What I did is:
    1. Create a table for time in DB for each player
    2. If no more time, update that with the current time + n minutes,hours ...
    3. Save to prefs same value as point 2 [encrypted]
    4. Start counting based on what is in prefs [after decrypting the value] to know if play button should work or not
    5. Created a check so when the app is lunched check the UTC time from internet and UTC time from local phone. If there is a difference bigger than 100s display a message that time is incorrect on the phone ...
    6. If current time > time from prefs, play button is active again
    7. if prefs doesn't exists [like installing the app again, etc], get the value from DB [only in this scenario I'll make a request to DB, if prefs value for play time isn't there already, as it can't be changes as it is AES encrypted ...]

    More or less this is it.

    Thank you.
     
  4. Bunny83

    Bunny83

    Joined:
    Oct 18, 2010
    Posts:
    4,000
    We had a quite similar question back in 2014 over on UA you may want to check out. Note the code back than was written in UnityScript (Unity's javascript variant that is no longer supported). Though the concept works the same in C#.

    Your parallel caching of the values on your server is essentially a seperate thing that could be added in quite easily (assuming you have your backend up and working). Whenever a value changes (subtract life or add life) you would have to update your database as well.
     
    astingengo likes this.
  5. astingengo

    astingengo

    Joined:
    Apr 28, 2022
    Posts:
    25
    Thank you, I'll have a look tomorrow in the morning.