private void GetLevelBtnSprite() { foreach (GameObject fooObj in GameObject.FindGameObjectsWithTag("LevelBtn")) { LevelBtn.Add(fooObj); } foreach (GameObject fooObj in GameObject.FindGameObjectsWithTag("LevelLockBtn")) { LevelLockBtn.Add(fooObj); } }
public void CheckLevelUnLock() { switch (PlayerPrefs.GetInt("currentMode")) { case 1: UnlockLevelNum = PlayerPrefs.GetInt("CarLevelUnlocked"); if (PlayerPrefs.GetInt("Unlocked_All_Cars_Levels") == 1) { UnlockLevelNum = 29; PlayerPrefs.SetInt("CarLevelUnlocked", 29); Level_IAP.SetActive(false); } else { Level_IAP.SetActive(true); } break; case 2: UnlockLevelNum = PlayerPrefs.GetInt("ConeLevelUnlocked"); if (PlayerPrefs.GetInt("Unlocked_All_Cones_Levels") == 1) { UnlockLevelNum = 29; PlayerPrefs.SetInt("ConeLevelUnlocked", 29); Level_IAP.SetActive(false); } else { Level_IAP.SetActive(true); } break; case 3: UnlockLevelNum = PlayerPrefs.GetInt("BlockLevelUnlocked"); if (PlayerPrefs.GetInt("Unlocked_All_Blocks_Levels") == 1) { UnlockLevelNum = 29; PlayerPrefs.SetInt("BlockLevelUnlocked", 29); Level_IAP.SetActive(false); } else { Level_IAP.SetActive(true); } break; } foreach (GameObject Lock in LevelLockBtn) { if (UnlockLevelNum >= LevelLockBtn.IndexOf(Lock)) { LevelBtn[LevelLockBtn.IndexOf(Lock)].gameObject.GetComponent <Button>().enabled = false; Lock.gameObject.GetComponent <Button>().interactable = true; LevelBtn[LevelLockBtn.IndexOf(Lock)].GetComponent <Image>().sprite = LevelUnlock; LevelBtn[LevelLockBtn.IndexOf(Lock)].GetComponent <Image>().color = Color.white; LevelLockBtn[LevelLockBtn.IndexOf(Lock)].transform.GetChild(2).GetComponent <Text>().color = Color.white; } else { LevelBtn[LevelLockBtn.IndexOf(Lock)].gameObject.GetComponent <Button>().enabled = true; Lock.gameObject.GetComponent <Button>().interactable = false; LevelBtn[LevelLockBtn.IndexOf(Lock)].GetComponent <Image>().sprite = LevelLock; LevelBtn[LevelLockBtn.IndexOf(Lock)].GetComponent <Image>().color = Color.white; LevelLockBtn[LevelLockBtn.IndexOf(Lock)].transform.GetChild(2).GetComponent <Text>().color = Color.black; } LevelLockBtn[LevelLockBtn.IndexOf(Lock)].transform.GetChild(0).gameObject.SetActive(false); } LevelBtn[UnlockLevelNum].GetComponent <Image>().sprite = CurrentUnlockLevel; LevelBtn[UnlockLevelNum].GetComponent <Image>().color = Color.green; LevelLockBtn[UnlockLevelNum].transform.GetChild(0).gameObject.SetActive(true); LevelLockBtn[UnlockLevelNum].transform.GetChild(2).GetComponent <Text>().color = Color.black; ModeLevelFill(); CheckModeUnlock();//if purchase all level if user back levelReward(); }