void UpdateButtonEnabled(SceneTransition.Transition transitionState, Button[] allButtons) { if (allButtons != null) { // Check whether we want to enable buttons or not if (transitionState == SceneTransition.Transition.NotTransitioning) { // Grab the game settings GameSettings settings = Singleton.Get <GameSettings>(); // If not transitioning, enable buttons for (index = 0; index < allButtons.Length; ++index) { // Make the button interactable if it's unlocked allButtons[index].interactable = (index < settings.NumLevelsUnlocked); } // Enable the quit button quitButton.interactable = true; } else { // If so, disable all buttons for (index = 0; index < allButtons.Length; ++index) { allButtons[index].interactable = false; } // Disable the quit button quitButton.interactable = true; } } }
void Update() { // Check if we need to update the button states if (transition.State != lastTransitionState) { UpdateButtonEnabled(transition.State == SceneTransition.Transition.NotTransitioning); lastTransitionState = transition.State; } }
void Update() { // Grab the settings SceneTransition transition = Singleton.Get <SceneTransition>(); // Check if we need to update the button states if (transition.State != lastTransitionState) { UpdateButtonEnabled(transition.State, allLevelButtons); lastTransitionState = transition.State; } }
void Awake() { // Grab the parent of the level button Transform buttonParent = levelButton.transform.parent; // Grab the settings SceneTransition transition = Singleton.Get <SceneTransition>(); // Setup all buttons allLevelButtons = SetupLevelButtons(buttonParent, transition); // Grab the game settings GameSettings settings = Singleton.Get <GameSettings>(); // Check if we should remove the quit button (you can't quite out of a webplayer) if (settings.IsWebplayer == true) { // Grab the level gird's minimum range Vector2 minAnchor = levelLayoutGroup.CachedRectTransform.anchorMin; Vector2 minOffset = levelLayoutGroup.CachedRectTransform.offsetMin; // Grab quite button's minimum range RectTransform buttonTransform = quitButton.GetComponent <RectTransform>(); minAnchor.y = buttonTransform.anchorMin.y; minOffset.y = buttonTransform.offsetMin.y; // Expand the level gird to encompass levelLayoutGroup.CachedRectTransform.anchorMin = minAnchor; levelLayoutGroup.CachedRectTransform.offsetMin = minOffset; // Disable the quit button entirely quitButton.gameObject.SetActive(false); } // Check if we need to update the button states if (transition.State != SceneTransition.Transition.NotTransitioning) { UpdateButtonEnabled(transition.State, allLevelButtons); lastTransitionState = transition.State; } }
void Start() { // Grab the settings transition = Singleton.Get <SceneTransition>(); // Grab the game settings settings = Singleton.Get <GameSettings>(); // Setup all buttons allLevelButtons = SetupLevelButtons(levelButton.transform.parent); // Check if we should remove the quit button (you can't quite out of a webplayer) if (settings.IsWebplayer == true) { /* * // Grab the level gird's minimum range * Vector2 minAnchor = levelLayoutGroup.CachedRectTransform.anchorMin; * Vector2 minOffset = levelLayoutGroup.CachedRectTransform.offsetMin; * * // Grab quite button's minimum range * RectTransform buttonTransform = quitButton.GetComponent<RectTransform>(); * minAnchor.y = buttonTransform.anchorMin.y; * minOffset.y = buttonTransform.offsetMin.y; * * // Expand the level gird to encompass * levelLayoutGroup.CachedRectTransform.anchorMin = minAnchor; * levelLayoutGroup.CachedRectTransform.offsetMin = minOffset; */ // Disable the quit button entirely quitButton.gameObject.SetActive(false); } // Update button states UpdateButtonEnabled(transition.State == SceneTransition.Transition.NotTransitioning); lastTransitionState = transition.State; }