Exemple #1
0
    /// Public methods -------------------------------------------------------------
    // Maps data to UI objects
    public void SetUIData(LevelPackData data)
    {
        RefreshData(data);
        _name.text = data.Name;
        _locked.SetActive(!data.Unlocked);
        if (!data.Unlocked)
        {
            gameObject.GetComponent <Button>().interactable = false;
        }

        int total = 0;

        for (int i = 0; i < data.Progress; i++)
        {
            _progress[i].color = ColorUtil.HexToColor(PROGRESS_HEX);            //ColorUtil.TROPHY_COLOR[data.Levels[i].Tier];
            foreach (Transform child in _progress[i].transform)
            {
                if (!child.gameObject.activeSelf)
                {
                    child.gameObject.SetActive(true);
                    child.GetComponent <Image>().color = ColorUtil.TROPHY_COLOR[data.Levels[i].Tier];
                    total += data.Levels[i].Tier;
                }
            }
        }
        _trophies.text = total + " / 30";
    }
Exemple #2
0
    /// Public methods -------------------------------------------------------------
    // Loads levelpack data/progress on app startup
    public static void LoadLevelData()
    {
        TextAsset[] files = Resources.LoadAll <TextAsset>("Data/");
        _levelPacks = new LevelPackData[files.Length];

        for (int i = 0; i < files.Length; i++)
        {
            string        data = files[i].text;
            JObject       jo   = JObject.Parse(data);
            LevelPackData lp   = new LevelPackData(jo);
            _levelPacks[i] = lp;
        }
    }
Exemple #3
0
 // Update _levelPacks with given levelpackID
 private static void RefreshLevelPack(int levelpackID)
 {
     _levelPacks[levelpackID] = new LevelPackData(_levelPacks[levelpackID].LPData);
 }
Exemple #4
0
 public void RefreshData(LevelPackData data)
 {
     _data = data;
 }