private void Start() { backgroundLoot = GameObject.Find("TreasureChests_BackgroundLoot").GetComponent <CoinLoot>(); dataManager = DataManager.singleton; Cursor.visible = true; Cursor.lockState = CursorLockMode.None; if (dataManager.playedGame == true) { gameEndMenu.SetActive(true); GetComponent <GameEndManager>().Initialize(); GetComponent <GameEndManager>().UpdateText(); mainMenu.SetActive(false); } else { gameEndMenu.SetActive(false); } dataManager.FixValues(); coinsText.text = dataManager.GetSaveValue(ESave_Values_Keys.COINS_AMOUNT).ToString() + " coins"; Cannonball.ResetKillCounter(); GetComponent <HighscoresManager>().Initialize(); GetComponent <StatsManager>().Initialize(); }
private void Start() { ///////////////////////////////////////// // GET STUFF ///////////////////////////////////////// dataManager = GameObject.Find("DataManager").GetComponent <DataManager>(); backgroundLoot = GameObject.Find("TreasureChests_BackgroundLoot").GetComponent <CoinLoot>(); difficultyIndex = (int)dataManager.GetGameValue(EGame_Values_Keys.DIFFICULTY); levelSelected = (int)dataManager.GetGameValue(EGame_Values_Keys.LEVEL_SELECTED); levels = GetComponent <LevelsList>().levels; ///////////////////////////////////////// // SET TEXT INFO ///////////////////////////////////////// if (difficultyIndex == 0) { difficultyBtnText.text = "Easy"; } if (difficultyIndex == 1) { difficultyBtnText.text = "Normal"; } if (difficultyIndex == 2) { difficultyBtnText.text = "Hard"; } titleText.text = levels[levelSelected].name; descriptionText.text = levels[levelSelected].description; ///////////////////////////////////////// // UPDATE LEVEL SELECTOR SCREEN ///////////////////////////////////////// foreach (Transform child in levelsContent) { if (child.name.Contains("Level")) { placeHolderLevel = child.gameObject; levelPosition = child.gameObject.GetComponent <RectTransform>().position; distance = (child.gameObject.GetComponent <Transform>().position - levelsContent.Find("Level2").position).y; break; } } Destroy(placeHolderLevel); Destroy(levelsContent.Find("Level2").gameObject); int count = 0; foreach (Level level in levels) { int correctLevel = count; GameObject newLevel; newLevel = Instantiate(placeHolderLevel, levelsContent); RectTransform newLevelTrans = newLevel.GetComponent <RectTransform>(); newLevelTrans.position = levelPosition; newLevelTrans.name = "Level" + correctLevel; newLevelTrans.Find("select_image").GetComponent <RawImage>().texture = levels[count].selectImage; newLevelTrans.Find("Lock_Overlay").Find("lock_text").GetComponent <Text>().text = levels[count].coinCost + " coins"; //newLevelTrans.Find( "Lock_Overlay" ).Find( "lock_button" ).GetComponent<Button>().onClick.AddListener( delegate { BuyLevel( -content.childCount - count ); } ); newLevelTrans.Find("Lock_Overlay").Find("lock_button").GetComponent <Button>().onClick.AddListener(() => BuyLevel(correctLevel)); foreach (Transform child in newLevelTrans) { if (child.GetComponent <Text>()) { child.GetComponent <Text>().enabled = true; } if (child.GetComponent <RawImage>()) { child.GetComponent <RawImage>().enabled = true; } if (child.GetComponent <Image>()) { child.GetComponent <Image>().enabled = true; } if (child.GetComponent <Button>()) { child.GetComponent <Button>().enabled = true; } } imageBackgrounds.Add(newLevelTrans.Find("Image_Background").GetComponent <Image>()); locks.Add(newLevelTrans.Find("Lock_Overlay")); imageBackgrounds[count].color = new Color(255, 255, 255, 70); selectButtons.Add(newLevelTrans.Find("select_button").GetComponent <Button>()); //selectButtons[count].onClick.AddListener( delegate { ChangeLevel( count - 3); } ); selectButtons[count].onClick.AddListener(() => ChangeLevel(correctLevel)); levelPosition = new Vector3(levelPosition.x, levelPosition.y - distance, levelPosition.z); count++; } count = 0; foreach (Transform levelTrans in levelsContent) { if (levelTrans.name.Contains("Level")) { if (PlayerPrefs.HasKey("Level" + count + "_IsBought") == false) { PlayerPrefs.SetInt("Level" + count + "_IsBought", 0); } else { if (PlayerPrefs.GetInt("Level" + count + "_IsBought") == 1) { locks[count].gameObject.SetActive(false); selectButtons[count].interactable = true; } } count++; } } imageBackgrounds[levelSelected].color = Color.red; ///////////////////////////////////////// }