public void MakeButton(Vector3 position, DiceSkin dS) { GameObject newButton = Instantiate(buttonPrefab, this.GetComponent <RectTransform>(), false); newButton.GetComponent <RectTransform>().position = position; newButton.GetComponent <DiceButtonDiceSelection>().ChangeButton(dS.GetDiceImage(), dS.GetDiceName(), unlockImage, dS.GetDiceButtonColour()); }
private DiceSkin FindDiceSkin(string name) { DiceSkin newDiceSkin = null; foreach (DiceSkin dS in GameObject.Find("DiceSkinHolder").GetComponents <DiceSkin>()) { if (dS.GetDiceName().ToUpper().Contains(name.ToUpper())) { newDiceSkin = dS; } } return(newDiceSkin); }
public void ShowPopupInfo() { if (_myDiceName != null && FindDiceSkin(_myDiceName) != null) { DiceSkin dS = FindDiceSkin(_myDiceName); GameObject.Find("PopupCanvas").GetComponent <PopupCanvasDiceSelection>().Popup(dS.GetDiceInfoTitle(), dS.GetDiceInfoBody(), dS.GetDiceImage()); } else if (this.gameObject.name.Contains("DefaultDice")) { GameObject.Find("PopupCanvas").GetComponent <PopupCanvasDiceSelection>().Popup("Default Dice", "Dice for scrubs", null); } else { GameObject.Find("PopupCanvas").GetComponent <PopupCanvasDiceSelection>().Popup("DICE LOCKED", "You need a higher relationship level to unlock this dice", null); } }
public void SetupDiceCanvas(string characterName) { //Finding the relationship and character dice profile we are working with Relationship currRelationship = FindRelationship(characterName); CharacterDiceProfile currCDP = FindCharacterDiceProfile(characterName); //Getting starting position of button for (int i = 0; i < this.transform.childCount; i++) { if (!this.transform.GetChild(i).name.Contains("DontClear")) { Destroy(this.transform.GetChild(i).gameObject); } } Vector3 tempButtonPos = _buttonPos; //Get Level int level = currRelationship.GetCurrLevel(); //For each unlock level, instantiate a new dice button for (int i = 0; i < currCDP.GetUnlockLevels().Count; i++) { if (level >= currCDP.GetUnlockLevels()[i]) { DiceSkin newDiceSkin = FindDiceSkin(currCDP.GetDiceTypes()[i]); MakeButton(tempButtonPos, newDiceSkin); } else { MakeLockedButton(tempButtonPos, currCDP.GetUnlockLevels()[i]); } //Increase the gap between buttons tempButtonPos.y -= buttonGap; } //Get the objects that aren't destroyed on reset GameObject dontClear = Utilities.SearchChild("DontClear", this.gameObject); //Change the character image Utilities.SearchChild("CharacterImage", dontClear).GetComponent <Image>().sprite = currCDP.GetCharacterImage(); //Change superficial info Utilities.SearchChild("CharactersDice", dontClear).GetComponent <Text>().text = currCDP.GetCharacterName() + "'s Dice (Relationship Lvl: " + currRelationship.GetCurrLevel() + ")"; }