Ejemplo n.º 1
0
        // Use this for initialization
        void Start()
        {
            //Get level data
            data = null;
            string    path      = JSON_PATH;
            TextAsset textAsset = Resources.Load <TextAsset>(path);

            data = textAsset.ToString().Split(';');

            //Get level solved data
            string[] levelSolvedData = PlayerPrefs.GetString(LevelManager.LEVELSOLVED_KEY).Split('_');
            int      highestLevelSolved;

            //Find the highest level that solved
            if (levelSolvedData.Length == 1)
            {
                highestLevelSolved = 0;
            }
            else
            {
                highestLevelSolved = int.Parse(levelSolvedData[0].Trim());
                for (int i = 1; i < levelSolvedData.Length; i++)
                {
                    if (highestLevelSolved < int.Parse(levelSolvedData[i]))
                    {
                        highestLevelSolved = int.Parse(levelSolvedData[i]);
                    }
                }
            }

            //Find all levels that solved in the pack
            float      range = highestLevelSolved / LEVELS_PER_PACK;
            List <int> listLevelSolvedInRange = new List <int>();

            if (highestLevelSolved != 0)
            {
                foreach (string o in levelSolvedData)
                {
                    if (range > 0)
                    {
                        if (int.Parse(o) >= range * LEVELS_PER_PACK && int.Parse(o) <= (range + 1) * LEVELS_PER_PACK)
                        {
                            listLevelSolvedInRange.Add(int.Parse(o));
                        }
                    }
                    else
                    {
                        listLevelSolvedInRange.Add(int.Parse(o));
                    }
                }
            }

            //Handle level detail scrollview
            #region Handle Level Detail Scrollview

            //Caculate level group
            float levelgroupNumber = Mathf.Ceil(data.Length / (float)buttonGroupPrefab.transform.childCount);
            ScrollToSelectedPack();
            int count = 0;

            //Generate level group, each level group has 6 levels
            for (int i = 1; i <= levelgroupNumber; i++)
            {
                GameObject buttonGroup = Instantiate(buttonGroupPrefab, levelDetailContent.transform.position, Quaternion.identity) as GameObject;
                buttonGroup.transform.SetParent(levelDetailContent.transform);
                buttonGroup.GetComponent <RectTransform>().localScale = new Vector3(1, 1, 1);

                int childCount = 0;
                for (int j = count; j < buttonGroup.transform.childCount * i; j++)
                {
                    if (j >= data.Length)
                    {
                        buttonGroup.transform.GetChild(childCount).gameObject.SetActive(false);
                    }
                    else
                    {
                        LevelData levelData = JsonUtility.FromJson <LevelData>(data[j]);
                        Transform theChild  = buttonGroup.transform.GetChild(childCount);
                        theChild.GetComponentInChildren <Text>().text = levelData.levelNumber.ToString();

                        LevelButtonController levelButtonController = theChild.GetComponent <LevelButtonController>();
                        GameObject            lockOb      = theChild.Find("Lock").gameObject;
                        GameObject            imgSolvedOb = theChild.Find("imgSolved").gameObject;
                        Image         levelImg            = theChild.Find("Mask").Find("Image").GetComponent <Image>();
                        RectTransform levelImgRT          = levelImg.GetComponent <RectTransform>();
                        string        file = Path.Combine(Application.persistentDataPath, levelData.levelNumber.ToString() + ".png");
                        //If this level is solved -> show the solved screenshot
                        if (LevelManager.IsLevelSolved(levelData.levelNumber) && File.Exists(file))
                        {
                            byte[]    bytes = File.ReadAllBytes(file);
                            Texture2D tex2D = new Texture2D(2, 2, TextureFormat.ARGB32, false);
                            tex2D.LoadImage(bytes);
                            float scaleFactor = levelImgRT.rect.height / tex2D.height;
                            levelImg.sprite = Sprite.Create(tex2D, new Rect(0, 0, tex2D.width, tex2D.height), Vector2.zero);
                            levelImg.SetNativeSize();
                            levelImg.transform.localScale = Vector3.one * scaleFactor;
                            imgSolvedOb.gameObject.SetActive(true);
                            lockOb.gameObject.SetActive(false);
                            maxUnlockedLevel = levelData.levelNumber;
                        }
                        else
                        {
                            Sprite sprite      = Resources.Load <Sprite>("Screenshots/" + levelData.levelNumber.ToString());
                            float  scaleFactor = levelImgRT.rect.height / sprite.rect.height;
                            levelImg.sprite = sprite;
                            levelImg.SetNativeSize();
                            levelImg.transform.localScale = Vector3.one * scaleFactor;
                            imgSolvedOb.gameObject.SetActive(false);

                            //Unlock all level from 0 to 6
                            if (levelData.levelNumber <= LEVELS_PER_PACK || levelData.levelNumber <= maxUnlockedLevel)
                            {
                                levelButtonController.isLocked = false;
                                lockOb.SetActive(false);
                                levelImg.color   = Color.white;
                                maxUnlockedLevel = levelData.levelNumber;
                            }
                            //Unlock all levels in range
                            else if (levelData.levelNumber <= (range + 1) * LEVELS_PER_PACK)
                            {
                                levelButtonController.isLocked = false;
                                lockOb.SetActive(false);
                                levelImg.color   = Color.white;
                                maxUnlockedLevel = levelData.levelNumber;
                            }
                            else //Check if reached complete percent -> unlock level
                            {
                                if (levelData.levelNumber <= (range + 2) * LEVELS_PER_PACK)
                                {
                                    float checkedPercent = Mathf.Ceil((packCompletePercentage * LEVELS_PER_PACK) / 100f);
                                    if (listLevelSolvedInRange.Count >= checkedPercent)
                                    {
                                        levelButtonController.isLocked = false;
                                        lockOb.SetActive(false);
                                        levelImg.color   = Color.white;
                                        maxUnlockedLevel = levelData.levelNumber;
                                    }
                                    else
                                    {
                                        levelButtonController.isLocked = true;
                                        levelImg.color = lockedColor;
                                    }
                                }
                                else
                                {
                                    levelButtonController.isLocked = true;
                                    levelImg.color = lockedColor;
                                }
                            }
                        }
                        count++;
                    }
                    childCount++;
                }
            }

            levelDetailScrollview.GetComponent <BetterScrollview>().DisableInvisibleItems();
            #endregion

            #region Handle Level Pack Scrollview

            //Caculate pack number
            float packNumber = Mathf.Ceil(data.Length / (float)LEVELS_PER_PACK);
            for (int i = 1; i <= packNumber; i++)
            {
                GameObject levelPackTemp = Instantiate(levelPackPrefab, levelPackContent.transform.position, Quaternion.identity) as GameObject;
                levelPackTemp.transform.SetParent(levelPackContent.transform);
                levelPackTemp.transform.localScale = new Vector3(1, 1, 1);
                LevelPackController levelPackControl = levelPackTemp.GetComponent <LevelPackController>();
                Transform           mainImgObj       = levelPackTemp.transform.Find("MainImg");
                Image         mainImg   = mainImgObj.Find("Mask").Find("Image").GetComponent <Image>();
                RectTransform mainImgRT = mainImg.GetComponent <RectTransform>();

                int startLevelPack;
                int endLevelPack;

                if (i == 1)
                {
                    startLevelPack = i;
                    endLevelPack   = LEVELS_PER_PACK;
                }
                else if (i == packNumber)
                {
                    startLevelPack = LEVELS_PER_PACK * (i - 1) + 1;
                    endLevelPack   = data.Length;
                }
                else
                {
                    startLevelPack = LEVELS_PER_PACK * (i - 1) + 1;
                    endLevelPack   = LEVELS_PER_PACK * i;
                }

                // Display level screenshot
                levelPackTemp.GetComponentInChildren <Text>().text = startLevelPack.ToString() + "-" + endLevelPack.ToString();
                string file = Path.Combine(Application.persistentDataPath, startLevelPack.ToString() + ".png");
                if (LevelManager.IsLevelSolved(startLevelPack) && File.Exists(file))
                {
                    byte[]    bytes = File.ReadAllBytes(file);
                    Texture2D tex2D = new Texture2D(2, 2, TextureFormat.ARGB32, false);
                    tex2D.LoadImage(bytes);
                    float scaleFactor = mainImgRT.rect.height / tex2D.height;
                    mainImg.sprite = Sprite.Create(tex2D, new Rect(0, 0, tex2D.width, tex2D.height), Vector2.zero);
                    mainImg.SetNativeSize();
                    mainImg.transform.localScale = Vector3.one * scaleFactor;
                }
                else
                {
                    Sprite sprite      = Resources.Load <Sprite>("Screenshots/" + startLevelPack.ToString());
                    float  scaleFactor = mainImgRT.rect.height / sprite.rect.height;
                    mainImg.sprite = sprite;
                    mainImg.SetNativeSize();
                    mainImg.transform.localScale = Vector3.one * scaleFactor;
                }

                // Set lock or unlock
                if (endLevelPack <= maxUnlockedLevel)
                {
                    levelPackTemp.transform.Find("Lock").gameObject.SetActive(false);
                    mainImg.color             = Color.white;
                    levelPackControl.isLocked = false;
                }
                else
                {
                    levelPackTemp.transform.Find("Lock").gameObject.SetActive(true);
                    mainImg.color             = lockedColor;
                    levelPackControl.isLocked = true;
                }

                GridLayoutGroup grlLevelPack            = levelPackContent.GetComponent <GridLayoutGroup>();
                float           xSizeOfLevelPackContent = (grlLevelPack.cellSize.x + grlLevelPack.spacing.x) * (packNumber - 1);
                RectTransform   levelPackContentRect    = levelPackContent.GetComponent <RectTransform>();
                levelPackContentRect.sizeDelta = new Vector2(xSizeOfLevelPackContent, levelPackContentRect.sizeDelta.y);
            }

            //levelPackScrollview.GetComponent<BetterScrollview>().DisableInvisibleItems();

            #endregion

            // Check if a new pack has been unlocked
            int oldMaxUnlockedLevel = PlayerPrefs.GetInt(MAX_UNLOCKED_LEVEL_PPK, LEVELS_PER_PACK);  // first pack's levels are unlocked from beginning

            if (maxUnlockedLevel > oldMaxUnlockedLevel)
            {
                PlayerPrefs.SetInt(MAX_UNLOCKED_LEVEL_PPK, maxUnlockedLevel);
            }

            //BetterScrollview packScroller = levelPackScrollview.GetComponent<BetterScrollview>();
            //packScroller.SnapToElement((GameManager.LevelLoaded - 1) / LEVELS_PER_PACK);
            //packScroller.DisableInvisibleItems();
        }