public void UpdateScroll() { Debug.Log("Updating..."); // Mess............. string txt = ""; if (PersistentData.Instance.TownsUnlocked < 5) { txt += "Travel to a new town\n" + "<color=#D2009D>" + Mathf.Clamp(Inventory.Instance.goldCount, 0, Travel.NextPurchaseCost()) + "</color>" + "/" + "<color=#D2009D>" + Travel.NextPurchaseCost() + "</color> gold\n\n"; } if (PersistentData.Instance.TrueGolemsCrafted == 0) { txt += "Create <color=#" + ColorUtility.ToHtmlStringRGB(Quality.GradeToColor(Quality.QualityGrade.Mystic)) + ">Mystic</color> Components\n" + "+\n" + "Create more Golems"; } else if (PersistentData.Instance.TrueGolemsCrafted < 4) { txt += "Create remaining " + (4 - PersistentData.Instance.TrueGolemsCrafted) + "True Golems"; } TODOText.text = txt; }
private void GameOver() { Countdown.onComplete -= GameOver; start = false; grade = Quality.CalculateGradeFromPoints(PointsManager.GetPoints()); PointsManager.onFinishLeveling += () => { GemSpawnManager.UpgradeGem(grade); PointsManager.gameObject.SetActive(false); GradeText.text = Quality.GradeToString(grade); GradeText.color = Quality.GradeToColor(grade); GradeText.gameObject.SetActive(true); SFX.Play(Quality.ReturnSFXName(grade), 1f, 1f, 0f, false, 0f); }; PointsManager.DoEndGameTransition(); foreach (NewCutPoint cut in activeCuts) { Destroy(cut.gameObject); } ShowUIButtons(); }
private void GameOver() { Countdown.onComplete -= GameOver; var tmpGrade = Quality.CalculateGradeFromPoints(PointsManager.GetPoints()); PointsManager.onFinishLeveling += () => { brickSpawnmanager.Upgrade(tmpGrade); PointsManager.gameObject.SetActive(false); qualityText.text = Quality.GradeToString(tmpGrade); qualityText.color = Quality.GradeToColor(tmpGrade); qualityText.gameObject.SetActive(true); SFX.Play(Quality.ReturnSFXName(tmpGrade), 1f, 1f, 0f, false, 0f); }; feedbackParticleSystem.GetComponent <ParticleSystem>().Stop(); PointsManager.DoEndGameTransition(); FollowSphere.SetActive(false); _currentRuneSprite.SetActive(false); ResetOptimalPoints(); grade = Quality.CalculateCombinedQuality(GameManager.Instance.QualityTransfer, tmpGrade); ShowUIButtons(); _dataBase.HideUI(); _canTrace = false; }
private void GameOver() { StopCoroutine(CalculateSwipes(false)); Countdown.onComplete -= GameOver; //if (gameOver) { //CalculateGrade(); gameOver = true; var tmpGrade = Quality.CalculateGradeFromPoints(pointsManager.GetPoints()); pointsManager.onFinishLeveling += () => { GemSpawnManager.UpgradeGem(tmpGrade); pointsManager.gameObject.SetActive(false); qualityText.text = Quality.GradeToString(tmpGrade); qualityText.color = Quality.GradeToColor(tmpGrade); qualityText.gameObject.SetActive(true); SFX.Play(Quality.ReturnSFXName(tmpGrade), 1f, 1f, 0f, false, 0f); }; pointsManager.DoEndGameTransition(); // Combine grade at the end for when we return to shop. grade = Quality.CalculateCombinedQuality(GameManager.Instance.QualityTransfer, tmpGrade); ShowUIButtons(); }
public void QualityText() { next.enabled = true; retry.enabled = true; qualityText.enabled = true; qualityText.text = "Quality: " + Quality.GradeToString(tracer.GetComponent <Tracing>().grade); qualityText.color = Quality.GradeToColor(tracer.GetComponent <Tracing>().grade); }
// Return a string to be used in the UI. // TODO: need a way to get item color. public string ItemInfo() { Color col = Quality.GradeToColor(Quality.QualityGrade.Passable); string colString = "<color=#" + ColorUtility.ToHtmlStringRGBA(col) + ">"; string terminate = "</color>"; return(string.Format("Quality: {0}{1}{2}" + System.Environment.NewLine + "Type: {3}{4}{5}", colString, Quality.QualityGrade.Passable, terminate, colString, type, terminate)); }
public string GetItemInfo() { string grade = Quality.GradeToString(quality); string gradeCol = "#" + ColorUtility.ToHtmlStringRGB(Quality.GradeToColor(quality)); string str = string.Format("Quality: <color={0}>{1}</color>\n" + "Quantity: <color=white>{2}</color>\n" + (isNew ? "<color=#ffc605fc>NEW</color>\n" : ""), gradeCol, grade, quantity); return(str); }
private void Reset() { currentGrade = StartingGrade; TextCurrentLevel.text = Quality.GradeToString(currentGrade); TextCurrentLevel.color = Quality.GradeToColor(currentGrade); foregroundImage.color = Quality.GradeToColor(currentGrade); fillAmount = 0; foregroundTransform.DOComplete(); UpdateFillAmount(); }
private IEnumerator ShowText(string gemType, Quality.QualityGrade grade, PenSlot slot, GameObject golemObj) { golemText.enabled = true; golemBottomText.enabled = true; golemText.text = string.Format("New {0} {1} Golem!", grade, gemType); golemText.color = Quality.GradeToColor(grade); golemBottomText.color = Quality.GradeToColor(grade); yield return(new WaitForSeconds(3f)); golemObj.transform.DOMove(slot.transform.position, 1f, false).OnComplete(() => RestartGolem(golemObj)); //Need to show golem schematic TutorialProgressChecker.Instance.UpdateItemStatus("Golem", TutorialProgressChecker.ImageStatus.JustAchieved); TutorialProgressChecker.Instance.ShowCanvas(true); }
private void Start() { //BackgroundImage = Background.GetComponent<Image>(); BackgroundTransform = Background.GetComponent <RectTransform>(); foregroundImage = Foreground.GetComponent <Image>(); foregroundTransform = Foreground.GetComponent <RectTransform>(); // Get quality grades for shop level 3. grades = new LinkedList <Quality.QualityGrade>(Quality.GetPossibleGrades(3)); // Pop the current grade. //currentGrade = grades.First.Value; currentGrade = StartingGrade; //grades.RemoveFirst(); // Initialize with details. TextCurrentLevel.text = Quality.GradeToString(currentGrade); TextCurrentLevel.color = Quality.GradeToColor(currentGrade); foregroundImage.color = Quality.GradeToColor(currentGrade); fillAmount = StartFill; // POSITIONING FOREGROUND BAR. // Foreground bar min/max derived from the background. // These are inverted from what you would expect because of Unity anchors. // barMaxWidth = 0.0 -> barMinWidth = 1.0; barHeight = BackgroundTransform.rect.height - Padding * 2f; barMaxWidth = Padding * 2f; barMinWidth = BackgroundTransform.rect.width + Padding * 2f; // Position the middle of the bar correctly in almost all circumstances. Vector3 pos = foregroundTransform.anchoredPosition; //pos.x = -Padding; pos.x = Padding; foregroundTransform.anchoredPosition = pos; // Fill initial correctly. //foregroundTransform.sizeDelta = new Vector2(-barMaxWidth, barHeight); float fill = -Mathf.Lerp(barMinWidth, barMaxWidth, fillAmount); foregroundTransform.sizeDelta = new Vector2(fill, barHeight); // Subscribe to countdown tick. Countdown.onTick += SubtractFixed; }
private IEnumerator ShowText(string gemType, Quality.QualityGrade grade, PenSlot slot, GameObject golemObj) { golemText.enabled = true; golemBottomText.enabled = true; golemText.text = string.Format("New {0} {1} Golem!", grade, gemType); golemText.color = Quality.GradeToColor(grade); golemBottomText.color = Quality.GradeToColor(grade); yield return(new WaitForSeconds(3f)); if (golemObj != null) { golemObj.transform.DOMove(slot.transform.position, 1f, false).OnComplete(() => RestartGolem(golemObj)); } else { RestartGolem(null); } }
private void GameOver() { Countdown.onComplete -= GameOver; start = false; grade = Quality.CalculateGradeFromPoints(pointsManager.GetPoints()); feedbackParticleSystem.Stop(); pointsManager.onFinishLeveling += () => { OreSpawnManager.Upgrade(grade); pointsManager.gameObject.SetActive(false); qualityText.text = Quality.GradeToString(grade); qualityText.color = Quality.GradeToColor(grade); qualityText.gameObject.SetActive(true); SFX.Play(Quality.ReturnSFXName(grade), 1f, 1f, 0f, false, 0f); }; pointsManager.DoEndGameTransition(); ShowUIButtons(); }
// Moves to the next quality level in the queue. If none is available, returns false. private bool MoveDownQualityLevel(float spare = 0f) { if (currentGrade == grades.Last.Value) { return(false); } // Update the current grade. var current = grades.Find(currentGrade); if (current == null || current.Next == null) { return(false); } currentGrade = current.Next.Value; TextCurrentLevel.text = Quality.GradeToString(currentGrade); TextCurrentLevel.color = Quality.GradeToColor(currentGrade); foregroundImage.color = Quality.GradeToColor(currentGrade); foregroundTransform.DOComplete(); fillAmount = 1f; // - spare; UpdateQualityBar(Ease, LevelChangeEaseTime); Subtract(spare); //float fill = -Mathf.Lerp(barMinWidth, barMaxWidth, fillAmount); //foregroundTransform.sizeDelta = new Vector2(fill, barHeight); //Original SFX //SFX.Play("quality_bar_deplete"); //New SFX entered on 27/8/18 by Pierre SFX.Play("Mini_Game_Quality_loss", 1f, 1f, 0f, false, 0f); return(true); }
// Moves to the next quality level in the queue. If none is available, returns false. private bool MoveUpQualityLevel(float spare = 0f) { if (grades.Count == 5) { return(false); } // Update the current grade. var current = grades.Find(currentGrade); //Debug.Log(subsequent.Value + " next grade"); if (current == null || current.Previous == null) { return(false); } currentGrade = current.Previous.Value; //Debug.Log("current grade is " + currentGrade); TextCurrentLevel.text = Quality.GradeToString(currentGrade); TextCurrentLevel.color = Quality.GradeToColor(currentGrade); foregroundImage.color = Quality.GradeToColor(currentGrade); foregroundTransform.DOComplete(); fillAmount = 0f; UpdateFillAmount(); //UpdateQualityBar(Ease, LevelChangeEaseTime); //Add(spare); //float fill = -Mathf.Lerp(barMinWidth, barMaxWidth, fillAmount); //foregroundTransform.sizeDelta = new Vector2(fill, barHeight); // SFX.Play("??"); //New SFX placed by Pierre 27/8/18 SFX.Play("Mini_Game_Quality_gain", 1f, 1f, 0f, false, 0f); return(true); }
// Use this for initialization void Start() { this.prevXPos = this.background.transform.position.x; this.backgroundMat = background.GetComponent <MeshRenderer>().material; this.offset = new Vector2(0, 0); /* * if (GameManager.Instance.SpriteTransfer) { * this.wizardSprite.sprite = GameManager.Instance.SpriteTransfer; * } else { * Debug.Log("Couldn't find a sprite, will use default."); * } */ this.basePrice = (shonkyInstance.item as Shonky).basePrice; string grade = Quality.GradeToString(shonkyInstance.Quality); string gradeCol = "#" + ColorUtility.ToHtmlStringRGB(Quality.GradeToColor(shonkyInstance.Quality)); string str = string.Format("Base Price: <color=white>{0}</color>\n" + "Quality: <color={1}>{2}</color>\n", basePrice, gradeCol, grade); infoText.text = str; //Instantiate(shonkyPrefab, Vector3.zero, Quaternion.identity).transform.SetParent(backingPlate.transform); }