public override void OnActivate() { BaseItemCard theCard = ActivityManager.Instance.SelectedCard; //Get the card icon string IconName = theCard.DisplayInfo.IconName; CardIcon.spriteName = IconName; CardIcon1.spriteName = IconName; CardIcon2.spriteName = IconName; //Get the name. string CardName = theCard.Label; CardLabel.text = CardName; //Set the color. CardBG.color = theCard.DisplayInfo.BGColor; //Set up the mission view list. if (UseView) { mviewer.AssignedMission = theCard.BreathlessMission; return; } //Set the Mission viewer info. viewer.ReAssignMissions(); }
public void ReAssignMission() { if (!populated) { PopulateList(); //return; } //Grab the selected cannon from the activity manager. BaseItemCard selectedCard = ActivityManager.Instance.SelectedCard; //Grab the first list of missions on the list. if (AssignedMission == null) { AssignedMission = selectedCard.Missions[0]; } //Set teh mission label MissionName.text = AssignedMission.DisplayName; int index = 0; //Go through the mission and assign the badge at index of the objective foreach (BaseMission.GameObjective gobjective in AssignedMission.MissionObjectives) { _objectiveslist[index].AssignedObjective = gobjective; index++; } }
public void ReAssignMissions() { if (!populated) { PopulateList(); //return; } //Grab the selected cannon from the activity manager. BaseItemCard selectedCard = ActivityManager.Instance.SelectedCard; int index = 0; foreach (BaseMission mission in selectedCard.Missions) { //If our current index is beyond the size then we have gone to far! if (index >= _missionViewersList.Count) { Debug.LogError("Mission viewer table size not big enough!"); return; } //Grab the current FUIMissionviewer FUIMissionViewer mview = _missionViewersList[index]; mview.gameObject.SetActive(true); MissionsTable.Reposition(); //Set teh assigned mission. mview.AssignedMission = mission; index++; } }
public void Clear() { //Set clearing values. IsOpen = false; IsAvailable = true; Type = EntityFactory.CannonTypes.NULL; if (StartActive) { IsOpen = true; Type = EntityFactory.CannonTypes.Zebra; } _myItem = null; _iconName = "Thermometer-Units"; }
void Update() { if (_data == null) { phaseLabel.text = "XX:XX"; phaseSprite.spriteName = "phaseunknown"; return; } if (completed) { return; } if (_data.PhaseCompletionPunch != -1.0f) { //Debug.Log("Phase Completion Punch Pass at " + FormatSeconds(_data.PhaseCompletionPunch)); //set the phase data phaseLabel.text = FormatSeconds(_data.PhaseCompletionPunch); phaseSprite.spriteName = _data.IconTextureName; phaseBestTimeBadgeSprite.alpha = 0.0f; CannonBadge.alpha = 1.0f; //Grab player data. EntityFactory.CannonTypes cType = _data.PhaseStatistics.CompletionCannon; BaseItemCard card = GameObjectTracker.instance._PlayerData.FindCardByCannonType(cType); //Check if its a valid card theng grab the icon name. if (card == null || cType == EntityFactory.CannonTypes.NULL || cType == EntityFactory.CannonTypes.Empty) { CannonBadge.spriteName = "phaseunknown"; completed = true; return; } CannonBadge.spriteName = card.DisplayInfo.IconName; //Maybe check for objective completion here. //Set completed. completed = true; } }
void PopulateList() { //Grab the selected cannon from the activity manager. BaseItemCard selectedCard = ActivityManager.Instance.SelectedCard; if (selectedCard == null) { return; } if (_objectiveslist == null) { Debug.LogError("NO OBJECTIVE LIST!! WTF!!"); _objectiveslist = new List <FUIObjectiveBadge>(); } //Grab the first list of missions on the list. BaseMission mission = selectedCard.Missions[0]; //Store a placeholder objective badge FUIObjectiveBadge newBadge = null; foreach (BaseMission.GameObjective gobjective in mission.MissionObjectives) { //Allocate the new badge. newBadge = NGUITools.AddChild(ObjectivesListTable.gameObject, ObjectiveBadgePrefab.gameObject).GetComponent <FUIObjectiveBadge>(); //Set the variables newBadge.AssignedObjective = gobjective; //Add it to the list. _objectiveslist.Add(newBadge); //Repositioning the table. ObjectivesListTable.Reposition(); } populated = true; }
void PopulateList() { //Grab the selected cannon from the activity manager. BaseItemCard selectedCard = ActivityManager.Instance.SelectedCard; if (selectedCard == null) { return; } if (_missionViewersList == null) { Debug.LogError("NO Mission Viewer LIST!! WTF!!"); _missionViewersList = new List <FUIMissionViewer>(); } //Store a placeholder objective badge FUIMissionViewer newMission = null; for (int i = 0; i < InitialSize; i++) { //Allocate the new badge. newMission = NGUITools.AddChild(MissionsTable.gameObject, MissionViewerTemplate.gameObject).GetComponent <FUIMissionViewer>(); //Set the variables //newMission.AssignedMission = mission; //Add it to the list. _missionViewersList.Add(newMission); //Repositioning the table. MissionsTable.Reposition(); //Disable newMission.gameObject.SetActive(false); } populated = true; }
public void ApplyRunStatsToCards(Statistics stats) { //Sets add on the time and score to the full stats count. _gameStatistics.Score += stats.Score; _gameStatistics.TimeAmount += stats.TimeAmount; //Add the stats to the game histroy _gameHistory.Push(stats); //Apply score to the xp. TotalXP += stats.Score; //Get the completion cannon! BaseItemCard card = FindCardByCannonType(stats.CompletionCannon); //Check if the card has ac annon. it may not. if (card != null) { card.ApplyStatsToMission(stats, "PTPMission"); } }
// public void ButtonOpenCannonListPressed(){ // // // when the slot is clicked, and we know the slot is available to change. // // tell the activity to open up the cannon grid to select the cannon. // // The slot is not told that the button to select cannon has been clicked // // Two different scripts // if (_myActivity != null){ // _myActivity.StartCannonSelect(this); // } // } public void ButtonCannonSelectedPressed(BaseItemCard ForcedCard = null) { BaseItemCard cannonItemCard = ActivityManager.Instance.HighlitedCard; //Lets check if there is no selected item if (cannonItemCard == null) { //Turn off the info window. //SlotInfo.ToggleWindowOff(); //Play sound. AudioPlayer.GetPlayer().PlayMenuSFX(AudioPlayer.MenuSFX.Select); //If we press the button and we have no cannon then we clear the slot. if (_myslot.Type != EntityFactory.CannonTypes.NULL) { //Clear slot if pressed with nothign selected. _myslot.Type = EntityFactory.CannonTypes.NULL; //Play the clear animation DeSelectAnimation.Reset(); DeSelectAnimation.Play(true); //Set to zebra as default. if (_myslot.StartActive) { _myslot.Type = EntityFactory.CannonTypes.Zebra; _lblSlotName.text = "Default"; } ToyBox.GetPandora().AssignSlot(_myslot.Type, _slotIndex); //Since we cleared the slow, play the cleared slot label. _lblSlotName.text = EmptySlotLabel; //Update teh costs here. GameObjectTracker.instance._PlayerData.GemCart -= _slotitemCost; _slotitemCost = 0; // then update the slot visuals UpdateDisplay(); return; } MinusSlot(); // Debug.LogError("Slot Minused"); return; } // the cannon isn't used, assign it ToyBox.GetPandora().AssignSlot(cannonItemCard.ContainedCannonType, _slotIndex); // then update the slot visuals _sprIcon.spriteName = cannonItemCard.DisplayInfo.IconName; _lblSlotName.text = cannonItemCard.Label; //Check here if slot is 0 then apply cost. or it would apply cost every time we tap. if (_slotitemCost != cannonItemCard.DisplayInfo.GemRequirements) { //Negate the current item cost count before we update. GameObjectTracker.instance._PlayerData.GemCart -= _slotitemCost; //Set the cost. _slotitemCost = cannonItemCard.DisplayInfo.GemRequirements; GameObjectTracker.instance._PlayerData.GemCart += _slotitemCost; } //Play the animation if (SelectTween) { SelectTween.Reset(); SelectTween.Play(true); //Play audio sound AudioPlayer.GetPlayer().PlayMenuSFX(AudioPlayer.MenuSFX.SlotPushed); AudioPlayer.GetPlayer().PlayMenuSFX(AudioPlayer.MenuSFX.SlotSelect); } }
public override void OnActivate() { //Prepare the grid. if (!prepredPhaseGrid) { PreparePhaseGrid(); } if (presented) { //Toggle back on the game over window. PhasesCountWindow.ToggleWindowOn(); BG.ToggleWindowOn(); ActivityManager.Instance.ToggleHud(false); return; } //Fill up the list. int index = 0; foreach (BasePhase.PhaseData phase in GameObjectTracker.instance._PlayerData.Breathless.PhaseList) { _resultList[index].PhaseData = phase; index++; } GameOverWindow.SetWindowAlpha(1.0f); //Set the information GameOverWindow.ToggleWindowOn(); //Reset the game over window animations for bring in. GOAlpha.Reset(); GOAlpha.Play(true); GOPosition.Reset(); GOPosition.Play(true); GOBringIN.Reset(); GOBringIN.Play(true); //Set the timer to game over duration upon activate. ResetTimer(GameOverDuration); curState = state.GameOver; //Grab the games statistics. By now the game stats should be of a completed game. Statistics gameStats = GameObjectTracker.instance.RunStatistics; if (gameStats == null) { return; } //Set the score. ScoreLabel.text = string.Format("{0:#,#,#}", gameStats.Score); //Set the time. //TimeLabel.text = FormatSeconds(gameStats.TimeAmount); //Set the bonus amount BonusLabel.text = "N/A"; //Set the coins collected. //MoneyLabel.text = string.Format("{0:C}",gameStats.Money); //MoneyLabel.text = gameStats.Money.ToString(); //Set the PPS label //PPSLabel.text = gameStats.PPS.ToString() + " PPS"; PPSText = string.Format("{0:#,#,#} PPS", gameStats.PPS); ScoreText = string.Format("{0:#,#,#}", gameStats.Score); CoinsText = string.Format("{0:C}", gameStats.Money); PPSLabel.text = ScoreText; viewPPS = false; MoneyLabel.text = CoinsText; //Set the animal. //Grab player data. BaseItemCard card = GameObjectTracker.instance._PlayerData.FindCardByCannonType(gameStats.CompletionCannon); //Check if its a valid card theng grab the icon name. if (card == null || gameStats.CompletionCannon == EntityFactory.CannonTypes.NULL || gameStats.CompletionCannon == EntityFactory.CannonTypes.Empty) { Animal.spriteName = "phaseunknown"; return; } Animal.spriteName = card.DisplayInfo.IconName; }