/// <summary> /// Change result of level (number of stars) /// </summary> /// <param name="btnGO"></param> /// <param name="resultPassing"></param> private void ChangeLevelButton(GameObject btnGO, Level.ResultPassing resultPassing) { //Text btnText = btnGO.GetComponentInChildren<Text>(); //btnText.text = resultPassing.ToString(); LevelButton levelButton = btnGO.GetComponent <LevelButton>(); switch (resultPassing) { case Level.ResultPassing.Low: levelButton.SetLevelStars(1); //Debug.Log("Low"); break; case Level.ResultPassing.Middle: levelButton.SetLevelStars(2); //Debug.Log("Middle"); break; case Level.ResultPassing.High: levelButton.SetLevelStars(3); //Debug.Log("High"); break; } }
/// <summary> /// Draw UI level button /// </summary> /// <param name="level"></param> private void DrawButton(Level level) { GameObject newButtonGO = Instantiate(levelButtonPrefab, levelBox.transform, false) as GameObject; newButtonGO.name = level.levelName; Text btnText = newButtonGO.GetComponentInChildren <Text>(); btnText.text = level.levelName; Button newButton = newButtonGO.GetComponent <Button>(); switch (level.currentState) { case Level.LevelState.Locked: newButton.interactable = false; //Debug.Log("Locked"); break; case Level.LevelState.Unlocked: newButton.onClick.AddListener(() => LoadSelectedLevel(level)); newButton.onClick.AddListener(() => SoundManager.Instance.PlayUIButtonSound()); //Debug.Log("Unlocked"); break; } LevelButton levelButton = newButtonGO.GetComponent <LevelButton>(); switch (level.currentResult) { case Level.ResultPassing.NotPassed: //Debug.Log("NotPassed"); break; case Level.ResultPassing.Low: levelButton.SetLevelStars(1); //Debug.Log("Low"); break; case Level.ResultPassing.Middle: levelButton.SetLevelStars(2); //Debug.Log("Middle"); break; case Level.ResultPassing.High: levelButton.SetLevelStars(3); //Debug.Log("High"); break; } }