void FillList() { foreach (var level in levelList) { GameObject newButton = Instantiate(levelButton) as GameObject; LevelSelectButton button = newButton.GetComponent <LevelSelectButton> (); button.levelText.text = level.levelText; if (PlayerPrefs.GetInt("Level_" + button.levelText.text) == 1) { level.unLocked = 1; level.isInteractable = true; } button.unlocked = level.unLocked; button.GetComponent <Button> ().interactable = level.isInteractable; button.GetComponent <Button> ().onClick.AddListener(() => LoadLevels("Level_" + button.levelText.text)); if (PlayerPrefs.GetInt("Level_" + button.levelText.text + "_done") == 1) { button.Star1.SetActive(true); } if (PlayerPrefs.GetInt("Level_" + button.levelText.text + "_target") == 1) { button.Star2.SetActive(true); } if (PlayerPrefs.GetInt("Level_" + button.levelText.text + "_fullhealth") == 1) { button.Star3.SetActive(true); } newButton.transform.SetParent(spacer); numberOfLevels = numberOfLevels + 1; } SaveAll(); }
void Start() { DontDestroyOnLoad(gameObject); foreach (LevelData levelData in levels) { LevelSelectButton button = Instantiate(levelSelectButton, levelSelectButton.transform.parent); button.levelImage.sprite = levelData.levelimage; button.levelNameText.text = levelData.uiName; button.difficultyText.text = levelData.difficulty.ToString(); button.GetComponent <Button>().onClick.AddListener(delegate { SelectLevel(levelData); }); } levelSelectButton.gameObject.SetActive(false); }
/// <summary> /// Instantiate the buttons /// </summary> protected virtual void Start() { if (GameManager.instance == null) { return; } m_LevelList = GameManager.instance.LevelList; if (LayoutGroup == null || SelectionPrefab == null || m_LevelList == null) { return; } int amount = m_LevelList.Count; for (int i = 0; i < amount; i++) { LevelSelectButton button = CreateButton(m_LevelList[i]); button.transform.SetParent(LayoutGroup.transform); button.transform.localScale = Vector3.one; m_Buttons.Add(button.GetComponent <Button>()); } if (RightBuffer != null) { RightBuffer.SetAsLastSibling(); } for (int k = 1; k < m_Buttons.Count - 1; k++) { Button button = m_Buttons[k]; SetupNavigation(button, m_Buttons[k - 1], m_Buttons[k + 1]); } SetupNavigation(m_Buttons[0], BackButton, m_Buttons[1]); SetupNavigation(m_Buttons[m_Buttons.Count - 1], m_Buttons[m_Buttons.Count - 2], null); // Scrolling to do }