void Start() { text = GetComponent <MadText>(); int levelNumber = new MadLevelQuery() .ForGroup(MadLevel.currentGroupName) .OfLevelType(MadLevel.Type.Level) .CountLevels(); int unlocked = new MadLevelQuery() .ForGroup(MadLevel.currentGroupName) .OfLevelType(MadLevel.Type.Level) .CountUnlocked(); int starsTotal = new MadLevelQuery() .ForGroup(MadLevel.currentGroupName) .OfLevelType(MadLevel.Type.Level) .SelectProperty("star_1", "star_2", "star_3") .CountProperties(); int starsGained = new MadLevelQuery() .ForGroup(MadLevel.currentGroupName) .OfLevelType(MadLevel.Type.Level) .SelectProperty("star_1", "star_2", "star_3") .CountEnabled(); text.text = "Levels: " + levelNumber + ", Unlocked: " + unlocked + "\nStars: " + starsTotal + ", Acquired: " + starsGained; }
void Start() { _ASPText = skillTreeButton.transform.FindChild("ASP/text").GetComponent <MadText>(); backToMenuButton.onMouseDown += backToMenuButton.onTap = (sprite) => { MadLevel.LoadFirst(); }; skillTreeButton.onMouseDown += skillTreeButton.onTap = (sprite) => { MadLevel.LoadLevelByName("Skill Tree"); }; nextWorld.onMouseDown += nextWorld.onTap = (sprite) => { setLaboratoryWorld(); }; previousWorld.onMouseDown += previousWorld.onTap = (sprite) => { setHauntedHouseWorld(); }; _ASPText.text = PlayerData.Instance.data.talentPoints.ToString(); }
protected int RebuildLabel(int depth) { if (labelEnabled && labelFont != null) { labelSprite = CreateHidden<MadText>("_label"); labelSprite.font = labelFont; labelSprite.guiDepth = depth++; } // after build we must update label at least once to make it visible UpdateLabel(); return depth; }
protected int RebuildLabel(int depth) { if (labelSprite != null) { MadGameObject.SafeDestroy(labelSprite.gameObject); } if (labelEnabled && labelFont != null) { labelSprite = MadTransform.CreateChild<MadText>(transform, "label"); labelSprite.font = labelFont; labelSprite.guiDepth = depth++; #if !MAD_DEBUG labelSprite.gameObject.hideFlags = HideFlags.HideInHierarchy; #endif } // after build we must update label at least once to make it visible UpdateLabel(); return depth; }
void Rebuild() { #if MAD_DEBUG Debug.Log("rebuilding " + this, this); #endif if (spriteObjectsBg.Count == 0 && spriteObjectsFg.Count == 0) { // in previous version sprites were created without reference in spriteObjects // is spriteObjects is empty it's better to assume, that references are not created yet // and background objects may exist var children = MadTransform.FindChildren<MadSprite>(transform, (s) => s.name.StartsWith("bg_") || s.name.StartsWith("fg_") || s.name == "label", 0); foreach (var child in children) { MadGameObject.SafeDestroy(child.gameObject); } } else { foreach (var sprite in spriteObjectsBg) { MadGameObject.SafeDestroy(sprite.gameObject); } foreach (var sprite in spriteObjectsFg) { MadGameObject.SafeDestroy(sprite.gameObject); } spriteObjectsBg.Clear(); spriteObjectsFg.Clear(); } if (spriteBar != null) { MadGameObject.SafeDestroy(spriteBar.gameObject); } if (spriteBurnBar != null) { MadGameObject.SafeDestroy(spriteBurnBar.gameObject); } if (labelSprite != null) { MadGameObject.SafeDestroy(labelSprite.gameObject); } int nextDepth = BuildTextures(texturesBackground, "bg_", guiDepth * DepthSpace, ref spriteObjectsBg); if (textureBar != null) { if (effectBurn) { spriteBurnBar = MadTransform.CreateChild<MadSprite>(transform, "bar_effect_burn"); #if !MAD_DEBUG spriteBurnBar.gameObject.hideFlags = HideFlags.HideInHierarchy; #endif spriteBurnBar.guiDepth = nextDepth++; spriteBurnBar.texture = textureBar; spriteBurnBar.fillType = ToFillType(growDirection); } spriteBar = MadTransform.CreateChild<MadSprite>(transform, "bar"); #if !MAD_DEBUG spriteBar.gameObject.hideFlags = HideFlags.HideInHierarchy; #endif spriteBar.guiDepth = nextDepth++; spriteBar.texture = textureBar; spriteBar.fillType = ToFillType(growDirection); } nextDepth = BuildTextures(texturesForeground, "fg_", nextDepth, ref spriteObjectsFg); // label if (labelEnabled && labelFont != null) { labelSprite = MadTransform.CreateChild<MadText>(transform, "label"); labelSprite.font = labelFont; labelSprite.guiDepth = nextDepth++; #if !MAD_DEBUG labelSprite.gameObject.hideFlags = HideFlags.HideInHierarchy; #endif } }