private static bool UNLOCK_AT_EACH_PS = false;  // if true, we unlock something at the end of each PS

        protected override void Start()
        {
            base.Start();

            DebugManager.OnSkipCurrentScene += HandleSceneSkip;

            var jp           = AppManager.I.Player.CurrentJourneyPosition;
            var nEarnedStars = AppManager.I.NavigationManager.CalculateEarnedStarsCount();

            if (NavigationManager.TEST_SKIP_GAMES)
            {
                nEarnedStars = 3;
            }

            // Log various data
            LogManager.I.LogPlaySessionScore(AppManager.I.JourneyHelper.GetCurrentPlaySessionData().Id, nEarnedStars);
            AppManager.I.Teacher.logAI.UnlockVocabularyDataForJourneyPosition(AppManager.I.Player.CurrentJourneyPosition);

            // Advance journey if we earned enough stars
            if (nEarnedStars > 0)
            {
                AppManager.I.Player.AdvanceMaxJourneyPosition();
            }

            if (UNLOCK_AT_EACH_PS)
            {
                // Compute numbers we need to unlock
                var nTotalRewardPacksToUnlock = AppManager.I.NavigationManager.CalculateRewardPacksUnlockCount();

                var rewardPacksForJourneyPosition =
                    AppManager.I.RewardSystemManager.GetOrGenerateAllRewardPacksForJourneyPosition(jp);
                var rewardPacksUnlocked = rewardPacksForJourneyPosition.Where(x => x.IsUnlocked).ToList();
                var rewardPacksLocked   = rewardPacksForJourneyPosition.Where(x => x.IsLocked).ToList();

                int nRewardPacksAlreadyUnlocked = rewardPacksUnlocked.Count();
                int nNewRewardPacksToUnlock     = nTotalRewardPacksToUnlock - nRewardPacksAlreadyUnlocked;

                // Unlock the selected set of locked rewards
                AppManager.I.RewardSystemManager.UnlockPacksSelection(rewardPacksLocked, nNewRewardPacksToUnlock);

                // Show UI result and unlock transform parent where show unlocked items
                var uiGameObjects =
                    GameResultUI.ShowEndsessionResult(AppManager.I.NavigationManager.UseEndSessionResults(),
                                                      nRewardPacksAlreadyUnlocked);

                // For any rewards mount them model on parent transform object (objs)
                for (int i = 0; i < rewardPacksUnlocked.Count() && i < uiGameObjects.Length; i++)
                {
                    var matPair = rewardPacksUnlocked[i].GetMaterialPair();
                    ModelsManager.MountModel(rewardPacksUnlocked[i].BaseId, uiGameObjects[i].transform, matPair);
                }
            }
            else
            {
                GameResultUI.ShowEndsessionResult(AppManager.I.NavigationManager.UseEndSessionResults(), 1);
            }
        }
Exemple #2
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        /// <summary>
        /// Gets the reward base items (null if a base is not unlocked)
        /// </summary>
        /// <param name="baseType">Base type of the reward.</param>
        /// <param name="_parentsTransForModels">The parents transform for models.</param>
        /// <param name="_category">The category reward identifier.</param>
        public List <RewardBaseItem> GetRewardBaseItems(RewardBaseType baseType, List <Transform> _parentsTransForModels, string _category = "")
        {
            List <RewardBaseItem> returnList = new List <RewardBaseItem>();

            // Load the return list with an item for each base, or a NULL if no base has been unlocked
            var currentAnturaCustomizations = AppManager.I.Player.CurrentAnturaCustomizations;
            var rewardBases = GetRewardBasesOfType(baseType);

            if (baseType == RewardBaseType.Prop && _category != "")
            {
                rewardBases = rewardBases.Where(rewardBase => (rewardBase as RewardProp).Category == _category).ToList();
            }

            foreach (var rewardBase in rewardBases)
            {
                bool isToBeShown = IsRewardBaseUnlocked(rewardBase);
                // Debug.Log("Reward prop base "  + rewardBase.ID + " to be shown? " + isToBeShown);

                if (isToBeShown)
                {
                    returnList.Add(new RewardBaseItem()
                    {
                        data       = rewardBase,
                        IsNew      = IsRewardBaseNew(rewardBase),
                        IsSelected = currentAnturaCustomizations.HasBaseEquipped(rewardBase.ID)
                    });
                }
                else
                {
                    returnList.Add(null);
                }
            }


            // Load models and textures for the buttons
            switch (baseType)
            {
            case RewardBaseType.Prop:
                for (int i = 0; i < returnList.Count; i++)
                {
                    if (returnList[i] != null)
                    {
                        ModelsManager.MountModel(returnList[i].data.ID, _parentsTransForModels[i]);
                    }
                }
                break;

            case RewardBaseType.Texture:
                for (int i = 0; i < returnList.Count; i++)
                {
                    if (returnList[i] != null)
                    {
                        string    texturePath  = "AnturaStuff/Textures_and_Materials/";
                        Texture2D inputTexture = Resources.Load <Texture2D>(texturePath + returnList[i].data.ID);
                        _parentsTransForModels[i].GetComponent <RawImage>().texture = inputTexture;
                    }
                }
                break;

            case RewardBaseType.Decal:
                for (int i = 0; i < returnList.Count; i++)
                {
                    if (returnList[i] != null)
                    {
                        string    texturePath  = "AnturaStuff/Textures_and_Materials/";
                        Texture2D inputTexture = Resources.Load <Texture2D>(texturePath + returnList[i].data.ID);
                        _parentsTransForModels[i].GetComponent <RawImage>().texture = inputTexture;
                        //Debug.Log("Returned texture " + inputTexture.name + " for reward " + returnList[i].data.ID);
                    }
                }
                break;

            default:
                Debug.LogWarningFormat("Reward base type requested {0} not found", baseType);
                break;
            }

            return(returnList);
        }