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;
    }
Example #2
0
 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();
 }
Example #3
0
 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
        }
    }
        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;
        }