Beispiel #1
0
    public void OnClick_HowToPlayGroup()
    {
        curHelpState = 0;
        ChooseHelpGroup();
        Graphic[] mainMenuItems = mainMenuGroup.GetComponentsInChildren <Graphic>(true);
        for (int i = 0; i < mainMenuItems.Length; i++)
        {
            StartCoroutine(Fading.FadeUIGraphic <Graphic>(1f, 0f, 0.15f, mainMenuItems[i], 0.05f * i));
        }
        StartCoroutine(Fading.ChangeActivenessDelayed(mainMenuGroup, false, 1.5f));
        Button[] mainMenuButtons = mainMenuGroup.GetComponentsInChildren <Button>(true);
        for (int i = 0; i < mainMenuButtons.Length; i++)
        {
            mainMenuButtons[i].interactable = false;                            //disable these buttons to prevent bugs
        }

        howToPlayGroup.SetActive(true);
        Graphic[] howToPlayItems = howToPlayGroup.GetComponentsInChildren <Graphic>(true);
        for (int i = 0; i < howToPlayItems.Length; i++)
        {
            StartCoroutine(Fading.FadeUIGraphic <Graphic>(0f, 1f, 0.1f, howToPlayItems[i], 1f + 0.05f * i));
        }
        Button[] howToPlayButtons = howToPlayGroup.GetComponentsInChildren <Button>(true);
        StartCoroutine(Fading.ChangeInteractivityDelayed(howToPlayButtons, true, 1f + 0.05f * howToPlayItems.Length));          //enable these buttons delayed to prevent bugs
    }
Beispiel #2
0
    public void OnClick_InfoGroup()
    {
        curInfoState = 0;
        ChooseInfoGroup();
        Graphic[] mainMenuItems = mainMenuGroup.GetComponentsInChildren <Graphic>(true);
        for (int i = 0; i < mainMenuItems.Length; i++)
        {
            StartCoroutine(Fading.FadeUIGraphic <Graphic>(1f, 0f, 0.15f, mainMenuItems[i], 0.05f * i)); //fade main menu items
        }
        StartCoroutine(Fading.ChangeActivenessDelayed(mainMenuGroup, false, 1.5f));                     //disable main menu group after it has been faded
        Button[] mainMenuButtons = mainMenuGroup.GetComponentsInChildren <Button>(true);
        for (int i = 0; i < mainMenuButtons.Length; i++)
        {
            mainMenuButtons[i].interactable = false;                            //disable these buttons to prevent bugs
        }

        infoGroup.SetActive(true);
        Graphic[] infoItems = infoGroup.GetComponentsInChildren <Graphic>(true);
        for (int i = 0; i < infoItems.Length; i++)
        {
            StartCoroutine(Fading.FadeUIGraphic <Graphic>(0f, 1f, 0.1f, infoItems[i], 1.5f));
        }
        Button[] infoButtons = infoGroup.GetComponentsInChildren <Button>(true);
        StartCoroutine(Fading.ChangeInteractivityDelayed(infoButtons, true, 1f));                       //enable these buttons delayed to prevent bugs

        DataCenter.LoadData();

        classic.t_lvls.text   = string.Format("{0}", DataCenter.classic.lvlnumber);
        classic.t_won.text    = string.Format("{0}", DataCenter.classic.wins);
        classic.t_lost.text   = string.Format("{0}", DataCenter.classic.loses);
        classic.t_score.text  = string.Format("{0}", DataCenter.classic.score);
        classic.t_record.text = string.Format("{0}", DataCenter.classic.record);

        timeattack.t_lvls.text   = string.Format("{0}", DataCenter.timeattack.lvlnumber);
        timeattack.t_won.text    = string.Format("{0}", DataCenter.timeattack.wins);
        timeattack.t_lost.text   = string.Format("{0}", DataCenter.timeattack.loses);
        timeattack.t_score.text  = string.Format("{0}", DataCenter.timeattack.score);
        timeattack.t_record.text = string.Format("{0}", DataCenter.timeattack.record);

        grid.t_lvls.text   = string.Format("{0}", DataCenter.grid.complexity);
        grid.t_won.text    = string.Format("{0}", DataCenter.grid.successfulAttempts);
        grid.t_lost.text   = string.Format("{0}", DataCenter.grid.failedAttempts);
        grid.t_score.text  = string.Format("{0}", DataCenter.grid.score);
        grid.t_record.text = string.Format("{0}", DataCenter.grid.record);

        t_overallscore.text = string.Format("{0}", DataCenter.overallscore);
    }
Beispiel #3
0
    public void OnClick_BackToMainMenu(string group)
    {
        if (group.Equals("info"))
        {
            Graphic[] infoItems = infoGroup.GetComponentsInChildren <Graphic>(true);
            for (int i = 0; i < infoItems.Length; i++)
            {
                StartCoroutine(Fading.FadeUIGraphic <Graphic>(1f, 0f, 0.1f, infoItems[i]));
            }
            StartCoroutine(Fading.ChangeActivenessDelayed(infoGroup, false, 1f));
            Button[] infoButtons = infoGroup.GetComponentsInChildren <Button>(true);
            for (int i = 0; i < infoButtons.Length; i++)
            {
                infoButtons[i].interactable = false;                            //disable these buttons to prevent bugs
            }
        }
        else if (group.Equals("howtoplay"))
        {
            Graphic[] howToPlayItems = howToPlayGroup.GetComponentsInChildren <Graphic>(true);
            for (int i = 0; i < howToPlayItems.Length; i++)
            {
                StartCoroutine(Fading.FadeUIGraphic <Graphic>(1f, 0f, 0.1f, howToPlayItems[i], 0.05f * i));
            }
            StartCoroutine(Fading.ChangeActivenessDelayed(howToPlayGroup, false, 1f));
            Button[] howToPlayButtons = howToPlayGroup.GetComponentsInChildren <Button>(true);
            for (int i = 0; i < howToPlayButtons.Length; i++)
            {
                howToPlayButtons[i].interactable = false;                               //disable these buttons to prevent bugs
            }
        }

        mainMenuGroup.SetActive(true);
        Graphic[] mainMenuItems = mainMenuGroup.GetComponentsInChildren <Graphic>(true);
        float     delay         = 1f;

        if (group.Equals("info"))
        {
            delay = 0f;
        }
        for (int i = 0; i < mainMenuItems.Length; i++)
        {
            StartCoroutine(Fading.FadeUIGraphic <Graphic>(0f, 1f, 0.15f, mainMenuItems[i], delay + 0.05f * i));
        }
        Button[] mainMenuButtons = mainMenuGroup.GetComponentsInChildren <Button>(true);
        StartCoroutine(Fading.ChangeInteractivityDelayed(mainMenuButtons, true, delay + 0.05f * mainMenuItems.Length));                 //enable these buttons delayed to prevent bugs
    }