// Update is called once per frame void Update() { phaseDataList = GameObjectTracker.GetGOT()._PlayerData.Breathless.PhaseList; if (phaseDataList != null && phaseCount < phaseDataList.Count) { // if we have a data list, and the data list is greater than the number // of phases we have created, the last phasecount "Should" be the last // punched phase, grab that and create the result object and add it to the grid. BasePhase.PhaseData lastPhaseData = phaseDataList[phaseCount]; // after all is done, increment our phase count phaseCount++; FUIPhaseResultObject newPhaseResult = null; newPhaseResult = NGUITools.AddChild(myGrid.gameObject, refPhaseResultObject.gameObject).GetComponent <FUIPhaseResultObject>(); if (lastPhaseData.PhaseCompletionPunch < 0) { newPhaseResult.phaseSprite.spriteName = "phaseunknown"; newPhaseResult.phaseLabel.text = "Failed"; } else { newPhaseResult.phaseSprite.spriteName = lastPhaseData.IconTextureName; newPhaseResult.phaseLabel.text = FormatSeconds(lastPhaseData.PhaseCompletionPunch); //newPhaseResult.PhaseData = lastPhaseData; } // regardless if the phases is punched or not, store the given phase name // this way when it gets punched, we can update the data newPhaseResult.givenSpriteName = lastPhaseData.IconTextureName; phaseResults.Add(newPhaseResult); // now we've added any new phases that we need. // real quick iterate through the lists, and update any new phases that // have now been punched for (int i = 0; i < phaseCount; i++) { if (phaseDataList[i].PhaseCompletionPunch > 0) { phaseResults[i].phaseSprite.spriteName = phaseResults[i].givenSpriteName; phaseResults[i].phaseLabel.text = FormatSeconds(phaseDataList[i].PhaseCompletionPunch); phaseResults[i].PhaseData = phaseDataList[i]; } } myGrid.Reposition(); // update the phase title if (labelPhaseResultsTitle) { labelPhaseResultsTitle.text = phaseResultsTitles[phaseCount]; } } }
void PreparePhaseGrid() { if (_resultList == null) { _resultList = new List <FUIPhaseResultObject>(); //return; } for (int i = 0; i < initialCount; i++) { //Create teh new result. FUIPhaseResultObject newResult = NGUITools.AddChild(EndGameTable.gameObject, BadgeReference.gameObject).GetComponent <FUIPhaseResultObject>(); //Testing purposes. if (i < 5) { newResult.TEMPBOOL = true; } //Add to list and deactivate. newResult.gameObject.SetActive(false); _resultList.Add(newResult); } //BasePhase.PhaseData[] phases = GameObjectTracker.instance._PlayerData.Breathless.PhaseList //Fill up the list. int index = 0; foreach (BasePhase.PhaseData phase in GameObjectTracker.instance._PlayerData.Breathless.PhaseList) { _resultList[index].PhaseData = phase; index++; } prepredPhaseGrid = true; }
void PreparePhaseGrid() { if (_resultList == null) { _resultList = new List <FUIPhaseResultObject>(); return; } for (int i = 0; i < initialCount; i++) { //Create teh new result. FUIPhaseResultObject newResult = NGUITools.AddChild(PhaseGrid.gameObject, PrefabBadge.gameObject).GetComponent <FUIPhaseResultObject>(); //Nothing is yet assigned. //Add to list and deactivate. newResult.gameObject.SetActive(false); _resultList.Add(newResult); } prepredPhaseGrid = true; }