public AboutWindow() { // Pull out some useful variables. var dedicationManager = new DedicationManager(); Dedication dedication = dedicationManager.CurrentDedication; // Set the title to the longer title with the program name. const string programName = "Author Intrusion"; const string windowTitle = "About " + programName; Title = windowTitle; // Create the rest of the GUI. CreateGui(programName, dedication); ShowAll(); // Version = dedication.ToString(); // Comments = dedication.Html; // Copyright = "2013, Moonfire Games"; // License = @"Copyright (c) 2013, Moonfire Games // //Permission is hereby granted, free of charge, to any person obtaining a copy //of this software and associated documentation files (the ""Software""), to deal //in the Software without restriction, including without limitation the rights //to use, copy, modify, merge, publish, distribute, sublicense, and/or sell //copies of the Software, and to permit persons to whom the Software is //furnished to do so, subject to the following conditions: // //The above copyright notice and this permission notice shall be included in //all copies or substantial portions of the Software. // //THE SOFTWARE IS PROVIDED ""AS IS"", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR //IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, //FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE //AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER //LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, //OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN //THE SOFTWARE."; // Authors = new[] // { // "Dylan R. E. Moonfire" // }; }
private void CreateGui( string programName, Dedication dedication) { // Create the title and version labels. var programLabel = new Label { Markup = "<b><span size='100'>" + programName + "</span></b>" }; var versionLabel = new Label { Markup = "<b><span size='80'>" + dedication.Version + "</span></b>" }; var authorLabel = new Label { Markup = "<b><span size='80'>" + dedication.Author + "</span></b>" }; // Set up the dedication text. string html = string.Join("\n", dedication.Lines); string text = html + "- " + dedication.Dedicator; // Create an HTML display widget with the text. var dedicationView = new TextView { Buffer = { Text = text }, WrapMode = WrapMode.Word, PixelsBelowLines = 10, RightMargin = 8, LeftMargin = 4, Justification = Justification.Fill, Sensitive = false, }; var dedicatorTag = new TextTag("dedicator"); dedicatorTag.Style = Pango.Style.Italic; dedicatorTag.Justification = Justification.Right; dedicationView.Buffer.TagTable.Add(dedicatorTag); TextIter dedicatorIterBegin = dedicationView.Buffer.GetIterAtOffset(html.Length); TextIter dedicatorIterEnd = dedicationView.Buffer.GetIterAtOffset( text.Length); dedicationView.Buffer.ApplyTag( dedicatorTag, dedicatorIterBegin, dedicatorIterEnd); // Wrap it in a scroll window with some additional spacing. var dedicationScroll = new ScrolledWindow { BorderWidth = 4 }; dedicationScroll.Add(dedicationView); // Create the notebook we'll be using for the larger text tabs. var notebook = new Notebook(); notebook.SetSizeRequest(512, 256); notebook.BorderWidth = 4; notebook.AppendPage(dedicationScroll, new Label("Dedication")); // Arrange everything in the vertical box. VBox.PackStart(programLabel, false, false, 4); VBox.PackStart(versionLabel, false, false, 4); VBox.PackStart(authorLabel, false, false, 4); VBox.PackStart(notebook, true, true, 4); // Set up the buttons. Modal = true; AddButton("Close", ResponseType.Close); }
// Update is called once per frame void Update() { shop = GameObject.FindGameObjectWithTag("shop").GetComponent <Shop>(); // Gör så man kan komma åt Shop scriptet points = GameObject.FindGameObjectWithTag("score").GetComponent <Points>().score; // Kommer åt Points scriptet if (points >= 1 && PlayerPrefs.GetInt("achievement1gotten") == 0) //Om man når kraven för achievementen så får man det. Gäller alla nedan ner till if(startanim... { Dedication?.Invoke(); } if (points >= 10 && PlayerPrefs.GetInt("achievement2gotten") == 0) { Slurper?.Invoke(); } if (shop.Clicker >= 1 && PlayerPrefs.GetInt("achievement3gotten") == 0) { Auto?.Invoke(); } if (shop.Clicker >= 1 || shop.CentupleClicker >= 1 || shop.DecupleClicker >= 1 || shop.TenXClicker >= 1 || shop.doubleClicker >= 1 || shop.HundredXClicker >= 1) { if (PlayerPrefs.GetInt("achievement4gotten") == 0) { Buy?.Invoke(); } } if (shop.Clicker >= 1 && shop.CentupleClicker >= 1 && shop.DecupleClicker >= 1 && shop.TenXClicker >= 1 && shop.doubleClicker >= 1 && shop.HundredXClicker >= 1 && PlayerPrefs.GetInt("achievement5gotten") == 0) { Each.Invoke(); } if (points >= 50000000 && PlayerPrefs.GetInt("achievement6gotten") == 0) { Half.Invoke(); } if (startanimation1 == true) // om man animationen startat så sätter den achievementgotten till 1 och spelar upp animationen. { animator1.SetBool("start", true); StartCoroutine(AnimatorWait()); PlayerPrefs.SetInt("achievement1gotten", 1); } if (startanimation2 == true) { animator2.SetBool("start", true); StartCoroutine(AnimatorWait2()); PlayerPrefs.SetInt("achievement2gotten", 1); } if (startanimation3 == true) { animator3.SetBool("start", true); StartCoroutine(AnimatorWait3()); PlayerPrefs.SetInt("achievement3gotten", 1); } if (startanimation4 == true) { animator4.SetBool("start", true); StartCoroutine(AnimatorWait4()); PlayerPrefs.SetInt("achievement4gotten", 1); } if (startanimation5 == true) { animator5.SetBool("start", true); StartCoroutine(AnimatorWait5()); PlayerPrefs.SetInt("achievement5gotten", 1); } if (startanimation6 == true) { animator6.SetBool("start", true); StartCoroutine(AnimatorWait6()); PlayerPrefs.SetInt("achievement6gotten", 1); } }