Ejemplo n.º 1
0
    void FillList()
    {
        // For each Variable classafied as level in the List LevelList
        foreach (var level in LevelList)
        {
            // foreach variablein level list we spawn our button as a GameObject type
            GameObject newButton = Instantiate(levelButton) as GameObject;
            // Making a reference for the level button script. And finding the script
            DB_LevelButton button = newButton.GetComponent <DB_LevelButton>();
            // Setting information Setting the DB_LevelButton Text variable to the text variable in Level class
            button.LevelText.text = level.levelText;
            // if the player preference value int is equal to the leve; text value which is 1
            // if the Playerprefs value is 0 level locked
            if (PlayerPrefs.GetInt("Level" + button.LevelText.text) == 1)
            {
                level.unLocked       = 1;    // Level is unlocked
                level.IsInteractable = true; // Button can be interacted with when the boolean is true
            }
            // Set buttons locked status to the levels locked status
            button.unlocked = level.unLocked;
            // Find the buttton componenet and assign its interactable value to the level boolean.
            // if boolean is true then when can click and interact
            // if boolean false then we can do anything with the Button GameObjects
            button.GetComponent <Button>().interactable = level.IsInteractable;
            // Allowing the button on click to figure out what level to load using the LoadLevel Function
            button.GetComponent <Button>().onClick.AddListener(() => LoadLevel("Level" + button.LevelText.text));
            // Turn on visual level complection indecators if past a value which is held by the player prefs and is an int of score
            if (PlayerPrefs.GetInt("Level" + button.LevelText.text + "_score") > 25)
            {
                button.MusicNote1.SetActive(true);
            }

            // These are the set scores that players need to reach to unlock the visual GameObjects that show them how well they did
            if (PlayerPrefs.GetInt("Level" + button.LevelText.text + "_score") >= 50)
            {
                button.MusicNote2.SetActive(true);
            }

            if (PlayerPrefs.GetInt("Level" + button.LevelText.text + "_score") >= 100)
            {
                button.MusicNote3.SetActive(true);
            }

            // Every newButton GameObject spawned now is spawned on their parent which is the spacer Panel.
            newButton.transform.SetParent(Spacer);
        }
        // Call SaveAll Function
        SaveAll();
    }
Ejemplo n.º 2
0
 void SaveAll()
 {
     // if level one already excists
     if (PlayerPrefs.HasKey("Level1"))
     {
         // return the value
         return;
     }
     else
     {
         // Fill an array with gameObjects that are tagged LevelButton
         GameObject[] allbuttons = GameObject.FindGameObjectsWithTag("LevelButton");
         // Using a loop to allow the array to fill up from buttons
         foreach (GameObject buttons in allbuttons)
         {
             // Requaring all the variables from the button script
             DB_LevelButton button = buttons.GetComponent <DB_LevelButton>();
             // Setting what level we are currently on and storing what levels have been unlocked
             PlayerPrefs.SetInt("Level" + button.LevelText.text, button.unlocked);
         }
     }
 }