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using System.

Collections;
using System.Collections.Generic;
using System.IO.Compression;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
using System.Xml;
using System.Xml.Serialization;
using System.IO;
using System;

public class CheckInput : MonoBehaviour {


void Awake(){
ins = this;}

public InputField Decrypt;


string check;
public string answer;
public Text Message;
public TimerScript clock;
private float percentage;
public GameObject star1;
public GameObject star2;
public GameObject star3;
public bool available;
public int sceneIndex;
int levelPassed;
public int coins;
int currency;
public int saved;

void Start () {

star1.SetActive (false);
star2.SetActive (false);
star3.SetActive (false);
currency = LoadCash ();

switch (saved) {
case 1: levelPassed = LoadLevela(); break;
case 2: levelPassed = LoadLevelb(); break;
case 3: levelPassed = LoadLevelc(); break;
}

public void onMouseClick ()


{

check = Decrypt.text;

if (check.Equals (answer, StringComparison.CurrentCultureIgnoreCase)) {


clock.up = false;
Message.text = "Correct Answer";
star1.SetActive (true);
currency = currency + coins;
available = true;
if (clock.minutes <= 15) {star2.SetActive (true);currency =
currency + coins;}
if (clock.minutes <= 5) {star3.SetActive (true);currency =
currency + coins;}
if (sceneIndex >= levelPassed) { switch (saved) {
case 1: SaveLevela(); break;
case 2: SaveLevelb(); break;
case 3: SaveLevelc(); break;
}}
SaveCash ();

} else {
available = false;
Message.text = "Wrong Answer";
Invoke ("mess", 3);
}

}
void mess(){
Message.text = "Decrypt this Message";
}

public static CheckInput ins;


public alevel passa;
public blevel passb;
public clevel passc;
public acash mon;

public void SaveLevela(){


passa.passed = sceneIndex;
XmlSerializer serializer = new XmlSerializer (typeof(alevel));
FileStream stream = new FileStream (Application.persistentDataPath +
"alevel", FileMode.Create);
serializer.Serialize (stream, passa);
stream.Close ();}
public int LoadLevela(){
if (File.Exists (Application.persistentDataPath + "alevel")) {
XmlSerializer serializer = new XmlSerializer (typeof(alevel));
FileStream stream = new FileStream
(Application.persistentDataPath + "alevel", FileMode.Open);
alevel value = serializer.Deserialize (stream) as alevel;
stream.Close ();return value.passed;} else {int a = 0; return
a;}}

public void SaveLevelb(){


passb.passed = sceneIndex;
XmlSerializer serializer = new XmlSerializer (typeof(blevel));
FileStream stream = new FileStream (Application.persistentDataPath +
"blevel", FileMode.Create);
serializer.Serialize (stream, passb);
stream.Close ();}
public int LoadLevelb(){
if (File.Exists (Application.persistentDataPath + "blevel")) {
XmlSerializer serializer = new XmlSerializer (typeof(blevel));
FileStream stream = new FileStream
(Application.persistentDataPath + "blevel", FileMode.Open);
blevel value = serializer.Deserialize (stream) as blevel;
stream.Close ();return value.passed;} else {int a = 0; return a;}}

public void SaveLevelc(){


passc.passed = sceneIndex;
XmlSerializer serializer = new XmlSerializer (typeof(clevel));
FileStream stream = new FileStream (Application.persistentDataPath +
"clevel", FileMode.Create);
serializer.Serialize (stream, passc);
stream.Close ();}
public int LoadLevelc(){
if (File.Exists (Application.persistentDataPath + "clevel")) {
XmlSerializer serializer = new XmlSerializer (typeof(clevel));
FileStream stream = new FileStream
(Application.persistentDataPath + "clevel", FileMode.Open);
clevel value = serializer.Deserialize (stream) as clevel;
stream.Close ();return value.passed;} else {int a = 0; return a;}}

public void SaveCash(){


mon.money = currency;
XmlSerializer serializer = new XmlSerializer (typeof(acash));
FileStream stream = new FileStream (Application.persistentDataPath +
"acash", FileMode.Create);
serializer.Serialize (stream, mon);
stream.Close ();}

public int LoadCash(){


if (File.Exists (Application.persistentDataPath + "acash")) {
XmlSerializer serializer = new XmlSerializer (typeof(acash));
FileStream stream = new FileStream
(Application.persistentDataPath + "acash", FileMode.Open);
acash value = serializer.Deserialize (stream) as acash;
stream.Close (); return value.money;} else {int a = 0;return a;}}
}

[Serializable]
public class alevel{public int passed;}
[Serializable]
public class acash{public int money;}

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