Esempio n. 1
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 public void buddyStatsPanelCancelClicked()
 {
     buddyScrollCurrentlySelected = null;
     selectBuddyPanel.SetActive(false);
     buddyStatsPanel.SetActive(false);
     buddyScrollView.SetActive(false);
     startButtonObject.SetActive(true);
     playCanvasBackButton.SetActive(true);
 }
Esempio n. 2
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    //This will open a panel that displays the buddy's stats and such
    public void initialBuddyScrollButtonClicked(PlayerBuddy buddy)
    {
        buddyScrollCurrentlySelected = buddy;
        buddyStatsImage.sprite       = buddyImages [buddy.buddyId];
        if (!buddy.isUnlocked)
        {
            buddyStatsImage.color = Color.black;
        }
        else
        {
            buddyStatsImage.color = Color.white;
        }
        buddyStatsName.text  = buddy.buddyName;
        buddyStatsTitle.text = buddy.buddyTitle;

        selectBuddyPanel.SetActive(false);
        buddyScrollView.SetActive(false);
        buddyStatsPanel.SetActive(true);
    }
Esempio n. 3
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    // This will actually be the buddy CONFIRMATION Button function
    //Instead, pass an int as well to represent the image index
    public void buddyStatsPanelConfirmClicked()
    {
        Debug.Log("added player buddy object:" + buddyScrollCurrentlySelected.name);
        buddyCurrentlySelected.GetComponent <ChosenBuddy> ().buddy   = buddyScrollCurrentlySelected;
        buddyCurrentlySelected.GetComponent <Button> ().image.sprite = buddyImages [buddyScrollCurrentlySelected.buddyId];
        //Cycles through the chosen buddies and sees if the selected buddy is a duplicate and removes it from the chosen list.
        foreach (GameObject chosenBuddyButton in chosenBuddyButtons)
        {
            if ((chosenBuddyButton != buddyCurrentlySelected) &&
                (chosenBuddyButton.GetComponent <ChosenBuddy> ().buddy == buddyCurrentlySelected.GetComponent <ChosenBuddy> ().buddy))
            {
                chosenBuddyButton.GetComponent <ChosenBuddy> ().buddy   = null;
                chosenBuddyButton.GetComponent <Button> ().image.sprite = null;
            }
        }

        buddyScrollCurrentlySelected = null;
        selectBuddyPanel.SetActive(false);
        buddyStatsPanel.SetActive(false);
        buddyScrollView.SetActive(false);
        startButtonObject.SetActive(true);
        playCanvasBackButton.SetActive(true);
    }
Esempio n. 4
0
 //used?
 public void copyValues(PlayerBuddy copiedBuddy)
 {
     copiedBuddy.buddyId = buddyId;
 }
Esempio n. 5
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    void Awake()
    {
        //TODO Currently when returning to the scene, all of this stuff needs to be reloaded
        //Is this the proper way to do this?
        //What about when someone level's up their buddy?
        //Just change that buddy in the list?

        /**
         * Set all of the canvas's camera components to the main camera
         * and set them all not active
         */
        resetCanvasesAndCameras();
        currentCanvasObj = mainCanvasObj;

        //Setup/Get PlayerPrefs

        //Setup saved chosen buddies
        //If they have chronologist as buddy 1, keep it buddy 1.

        //Will Only happen once
        if (PlayerPrefs.GetInt("Player_FirstTimePlaying", 1) == 1)
        {
            setupInitialPlayerPrefs();
        }

        //Probably put this in a function that can also be called when a player levels up a buddy
        // or unlocks a buddy
        float xIncrement = 0f;

        for (int i = 0; i < SceneConstants.NUMBER_OF_PLAYER_BUDDIES; i++)
        {
            GameObject  newObject   = new GameObject();
            PlayerBuddy playerBuddy = newObject.AddComponent <PlayerBuddy> ();
            playerBuddy.buddyId        = i;
            playerBuddy.buddySkillEnum = (BuddySkillEnum)i;
            newObject.name             = playerBuddy.buddySkillEnum.ToString();
            playerBuddy.getBuddyStats();
            playerBuddyCatalog.Add(playerBuddy);


            //Button Setup for Buddy Select
            bool topRow = true;
            if (i % 2 == 1)
            {
                topRow = false;
            }

            GameObject newPlayerBuddy = Instantiate(buddySelectButtonPrefab, new Vector3(0, 0, 0), Quaternion.identity) as GameObject;
            newPlayerBuddy.name = "ButtonSelect" + i;
            newPlayerBuddy.GetComponent <RectTransform> ().SetParent(buddyScrollViewContent.transform, false);

            if (topRow)
            {
                newPlayerBuddy.GetComponent <RectTransform> ().anchorMin = new Vector2(0f + xIncrement, 0.5f);
                newPlayerBuddy.GetComponent <RectTransform> ().anchorMax = new Vector2(0.1f + xIncrement, 1.0f);
            }
            else
            {
                newPlayerBuddy.GetComponent <RectTransform> ().anchorMin = new Vector2(0f + xIncrement, 0.0f);
                newPlayerBuddy.GetComponent <RectTransform> ().anchorMax = new Vector2(0.1f + xIncrement, 0.5f);
            }

            if (!topRow)
            {
                xIncrement += 0.1f;
            }

            //Set Image of this button
            //If not unlocked, have different sprite and not clickable
            newPlayerBuddy.GetComponent <Button>().image.sprite = buddyImages[i];
            if (!playerBuddy.isUnlocked)
            {
                newPlayerBuddy.GetComponent <Button>().image.color = Color.black;
            }


            //The Newlw created button references the buddy created from this script
            newPlayerBuddy.GetComponent <Button> ().onClick.AddListener(() => {
                initialBuddyScrollButtonClicked(playerBuddy);
            });
        }
    }