Esempio n. 1
0
        void Awake()
        {
            levelButton = Resources.Load("Button") as GameObject;
            int cellsPerPage = nomPerCol * nomPerRow;
            int tmpNomLevels = Application.levelCount - 1 - Application.loadedLevel;

            while (tmpNomLevels > 0)
            {
                tmpNomLevels -= cellsPerPage;
                m_nomPages++;
            }
            m_pages = new GameObject[m_nomPages];
            int offset = 0;

            for (int i = 0; i < m_nomPages; i++)
            {
                m_pages[i] = spawnButtons(offset);
                if (i != 0)
                {
                    m_pages[i].SetActive(false);
                }
                offset += cellsPerPage;
            }
            m_buttonToggle = gameObject.GetComponent <ButtonToggle>();
            m_orgButtons   = m_buttonToggle.buttons;
            changePage(m_pages[0]);
        }
Esempio n. 2
0
        void Awake()
        {
            levelButton = Resources.Load("Button") as GameObject;
            int cellsPerPage = nomPerCol * nomPerRow;
            int tmpNomLevels = Application.levelCount-1-Application.loadedLevel;

            while(tmpNomLevels > 0)
            {
                tmpNomLevels-=cellsPerPage;
                m_nomPages++;
            }
            m_pages = new GameObject[m_nomPages];
            int offset = 0;
            for(int i=0 ;i<m_nomPages; i++)
            {
                m_pages[i] = spawnButtons(offset);
                if(i!=0)
                {
                    m_pages[i].SetActive(false);
                }
                offset += cellsPerPage;
            }
            m_buttonToggle = gameObject.GetComponent<ButtonToggle>();
            m_orgButtons = m_buttonToggle.buttons;
            if(m_pages.Length>0){
                changePage(m_pages[0]);
            }
        }
Esempio n. 3
0
        void Awake()
        {
            int cellsPerPage = nomPerCol * nomPerRow;
            int tmpNomLevels = Gameplay.SceneCount - 1 - Gameplay.CurrentSceneIndex;

            while (tmpNomLevels > 0)
            {
                tmpNomLevels -= cellsPerPage;
                m_nomPages++;
            }
            m_pages = new GameObject[m_nomPages];
            int offset = 0;

            for (int i = 0; i < m_nomPages; i++)
            {
                m_pages[i] = spawnButtons(offset);
                if (i != 0)
                {
                    m_pages[i].SetActive(false);
                }
                offset += cellsPerPage;
            }
            m_buttonToggle = gameObject.GetComponent <ButtonToggle>();
            m_orgButtons   = m_buttonToggle.buttons;
            changePage(m_pages[0]);
        }
Esempio n. 4
0
        void Awake()
        {
            int cellsPerPage = nomPerCol * nomPerRow;

            GameObject[] levels = Resources.LoadAll <GameObject>("Maps/Game");
            nombreTotalDeNiveau = levels.Length;
            int tmpNomLevels = nombreTotalDeNiveau;

            while (tmpNomLevels > 0)
            {
                tmpNomLevels -= cellsPerPage;
                m_nomPages++;
            }
            m_pages = new GameObject[m_nomPages];
            int offset = 0;

            for (int i = 0; i < m_nomPages; i++)
            {
                m_pages[i] = spawnButtons(offset);
                if (i != 0)
                {
                    m_pages[i].SetActive(false);
                }
                offset += cellsPerPage;
            }
            m_buttonToggle = gameObject.GetComponent <ButtonToggle>();
            m_orgButtons   = m_buttonToggle.buttons;
            changePage(m_pages[0]);
        }
Esempio n. 5
0
        void Awake()
        {
            tooManyGameObject = GameObject.FindGameObjectsWithTag("PersistantVars");
            constantsGameObject = GameObject.Find("Constants");
            if(tooManyGameObject.Length>1)
            {Destroy(tooManyGameObject[1]);}
            //Text texttemp = gameObject.GetComponentInChildren<Text>();
            //texttemp.text = Application.levelCount + "";
            //levelButton = Resources.Load("Button") as GameObject;
            int cellsPerPage = 1;//nomPerCol * nomPerRow;
            print(Application.levelCount);
            int tmpNomLevels = Application.levelCount-2-Application.loadedLevel;

            while (tmpNomLevels > 0)
            {
                tmpNomLevels-=cellsPerPage;
                m_nomPages++;
            }
            m_pages = new GameObject[m_nomPages];
            int offset = 0;
            for(int i=0 ;i<m_nomPages; i++)
            {
                m_pages[i] = spawnButtons(offset);
                if(i!=0)
                {
                    m_pages[i].SetActive(false);
                }
                offset += cellsPerPage;
            }
            m_buttonToggle = gameObject.GetComponent<ButtonToggle>();
            m_orgButtons = m_buttonToggle.buttons;
            changePage(m_pages[0]);
        }