public void letterAppearance(settingsMouse thisLetter)
 {
     for (int i = 0; i <= 25; i++)
     {
         int letterId = PlayerPrefs.GetInt("letter" + i);
         //print ("Curr Letters" + letterId.ToString ());
         if (letterId == thisLetter.getId())
         {
             //GetComponent<SpriteRenderer>().sprite = letters[thisLetter.getId ()];
             //sprite.color = Color.grey;
             thisLetter.transform.localScale = new Vector3(1.1f, 1.1f, 1.1f);
         }
     }
 }
 public void lettersChosen(settingsMouse letter)
 {
     if (!userChoices.Contains(letter.getId()))
     {
         userChoices.Add(letter.getId());
         isEmpty       = false;
         alreadyChosen = false;
     }
     else if (userChoices.Contains(letter.getId()))
     {
         alreadyChosen = true;
         PlayerPrefs.DeleteKey("letter" + letter.getId());
         userChoices.Remove(letter.getId());
         PlayerPrefs.Save();
     }
     else if (userChoices.Count == 0)
     {
         isEmpty = true; // this variable will be passed into the playbutton screen, if it is set to true, do not allow the user to continue to the game screen
     }
 }
Example #3
0
    /* public void letterAppearance(List<settingsMouse> avail)
    {
        for (int i = 0; i < avail.Count; i++)
        {
            Debug.Log("Avail: " + avail[i].getId() + "Here is my pref " + PlayerPrefs.GetInt("initial_letter" + i));
            if (PlayerPrefs.GetInt(playerPrefName + i) != -1)
            {
                avail[PlayerPrefs.GetInt(playerPrefName + i)].GetComponent<SpriteRenderer>().color = Color.grey;
                avail[PlayerPrefs.GetInt(playerPrefName + i)].transform.localScale = new Vector3(1.1f, 1.1f, 1.1f);
            }

        }

        //Debug.Log("These are my player prefs so far" +  PlayerPrefs.GetInt("initial_letter" + i));

    }*/
    public void createLetters()
    {
        Vector3 startPos = originalCard.transform.position; // position of the first card, all cards will be offset from here

        int index = 0;
        for (int i = 0; i < letters.Length; i++)
        {

            if (i == 0)
            {
                letter = originalCard;
            }
            else
            {
                letter = Instantiate(originalCard) as settingsMouse;
            }

            //setLetter from the settingsMouse class, using the sprites provides and creating an id based on the i-iteration
            letter.setLetter(letters[index], i);
            allChoices.Add(letter); // add all of the letters into a list
            //print("My Curr Choices: " + theseLetters[i]);

            float posX = startPos.x + (i % gridCols) * offsetX;
            float posY = startPos.y + (int)Mathf.Floor((float)i / gridCols) * -offsetY;
            letter.transform.position = new Vector3(posX, posY, startPos.z); // create a new position based on this offset for the newly instatiated card

            // Center the remaining 4 letters positioning
            if (letters.Length - i < 5)
            {
                posX = startPos.x + (i % gridCols) * offsetX + 4;
                posY = startPos.y + (int)Mathf.Floor((float)i / gridCols) * -offsetY;
            }

            letter.transform.position = new Vector3(posX, posY, startPos.z); // create a new position based on this offset for the newly instatiated card
            index++;

        }
        Debug.Log("I am at the end of the loop about to call method");
        letterAppearanceMemory(allChoices); // call the letterAppearance helper method to change how the letter is displayed if a user has already chosen it
    }
Example #4
0
 public void lettersChosen(settingsMouse letter)
 {
     if (!userChoicesMem.Contains(letter.getId()))
     {
         userChoicesMem.Add(letter.getId());
         isEmpty = false;
         alreadyChosen = false;
     }
     else if (userChoicesMem.Contains(letter.getId()))
     {
         alreadyChosen = true;
         PlayerPrefs.DeleteKey ("letter" + letter.getId ());
         userChoicesMem.Remove(letter.getId());
         PlayerPrefs.Save ();
     }
     else if (userChoicesMem.Count == 0)
     {
         isEmpty = true; // this variable will be passed into the playbutton screen, if it is set to true, do not allow the user to continue to the game screen
     }
 }