Ejemplo n.º 1
0
        // option to show all levels of word tree
        public static void UnlockAllLevels()
        {
            // find level icons
            GameObject[] gos = GameObject.FindGameObjectsWithTag("LevelIcon");

            foreach (GameObject go in gos)
            {
                // make level icon appear
                Color color = go.renderer.material.color;
                color.a = 1f;
                go.renderer.material.color = color;

                // darken level icon - indicates level not yet completed
                go.GetComponent <SpriteRenderer>().color = Color.grey;

                // subscribe level icon to touch gestures
                go.AddComponent <GestureManager>().AddAndSubscribeToGestures(go);

                // start pulsing level icon if not already pulsing
                if (!ProgressManager.IsLevelUnlocked(go.name))
                {
                    go.AddComponent <PulseBehavior> ().StartPulsing(go);
                }
            }
        }
Ejemplo n.º 2
0
 //<summary>
 // option to hide levels of word tree user hasn't actually unlocked yet
 //</summary>
 public static void RelockLevels()
 {
     // find level icons
     GameObject[] gos = GameObject.FindGameObjectsWithTag(Constants.Tags.TAG_LEVEL_ICON);
     foreach (GameObject go in gos)
     {
         // if level hasn't been unlocked yet
         if (!ProgressManager.IsLevelUnlocked(go.name))
         {
             // make level icon disappear
             Color color = go.GetComponent <Renderer>().material.color;
             color.a = 0f;
             go.GetComponent <Renderer>().material.color = color;
             // stop pulsing and reset scale for level icon
             //go.GetComponent<PulseBehavior>().StopPulsing(go);
             go.transform.localScale = new Vector3(.5f, .5f, 1);
             // disable touch gestures for level icon
             go.GetComponent <GestureManager>().DisableGestures(go);
         }
     }
 }
Ejemplo n.º 3
0
        //<summary>
        // called on start, initialize stuff
        //</summary>
        void Start()
        {
            //Scale graphics to screen size
            Utilities.setCameraViewForScreen();
            // add all levels onto level list
            ProgressManager.InitiateLevelList();
            // unlock the first two levels
            ProgressManager.unlockedLevels.Add(ProgressManager.levelList[0]);
            ProgressManager.unlockedLevels.Add(ProgressManager.levelList[3]);
            // set up kid
            GameObject kid = GameObject.FindGameObjectWithTag("Kid");

            kid.GetComponent <SpriteRenderer>().sprite = Resources.Load <Sprite>
                                                             ("Graphics/" + ProgressManager.chosenKid);
            if (Resources.Load <Sprite>("Graphics/" + ProgressManager.chosenKid) == null)
            {
                Debug.LogWarning("Could not load sprite");
            }
            // grow kid animation
            GrowKid();
            // load background music onto the word tree director
            GameObject dir = GameObject.Find("WordTreeDirector");

            dir.AddComponent <AudioSource>().clip = Resources.Load("Audio/BackgroundMusic/WordTree")
                                                    as AudioClip;
            // play background music if attached to director
            if (dir.GetComponent <AudioSource>().clip != null)
            {
                dir.GetComponent <AudioSource>().volume = .25f;
                dir.GetComponent <AudioSource>().Play();
            }
            else
            {
                Debug.LogWarning("Could not load audio file");
            }
            // subscribe home button to gestures
            GameObject home = GameObject.Find("HomeButton");

            home.AddComponent <GestureManager>().AddAndSubscribeToGestures(home);
            // set up lock - lock starts out as closed
            GameObject Lock = GameObject.Find(ProgressManager.lockStatus);

            if (ProgressManager.lockStatus == "")
            {
                Lock = GameObject.Find("LockClosed");
            }
            // subscribe lock to gestures
            Lock.AddComponent <GestureManager>().AddAndSubscribeToGestures(Lock);
            // move lock to front
            LeanTween.moveZ(Lock, -2f, .01f);
            // find level icons
            GameObject[] gos = GameObject.FindGameObjectsWithTag("LevelIcon");
            foreach (GameObject go in gos)
            {
                // if level is not unlocked yet, make level icon disappear
                if (!ProgressManager.IsLevelUnlocked(go.name))
                {
                    Color color = go.GetComponent <Renderer>().material.color;
                    color.a = 0f;
                    go.GetComponent <Renderer>().material.color = color;
                }
                // if level has been unlocked
                if (ProgressManager.IsLevelUnlocked(go.name))
                {
                    // subscribe level icon to gestures
                    go.AddComponent <GestureManager>().AddAndSubscribeToGestures(go);
                    // start pulsing level icon
                    go.AddComponent <PulseBehavior>().StartPulsing(go);
                    // if level has not been completed
                    if (!ProgressManager.IsLevelCompleted(go.name))
                    {
                        // darken level icon
                        go.GetComponent <SpriteRenderer>().color = Color.grey;
                    }
                    // if level has been completed
                    else
                    {
                        // brighten level icon
                        go.GetComponent <SpriteRenderer>().color = Color.white;
                    }
                }
            }
            // if lock has been previously opened
            if (ProgressManager.lockStatus == "LockOpen")
            {
                // keep showing all level icons on word tree
                ProgressManager.UnlockAllLevels();
            }
        }