public void lockAll() { //lock all is also only used during testing StaticVariables.unlockedMedium = false; StaticVariables.unlockedLarge = false; StaticVariables.unlockedHuge = false; StaticVariables.highestUnlockedSize = 3; StaticVariables.showMed = false; StaticVariables.showLarge = false; StaticVariables.showHuge = false; StaticVariables.unlockedNotes1 = false; StaticVariables.unlockedNotes2 = false; StaticVariables.unlockedResidentsChangeColor = false; StaticVariables.unlockedUndoRedo = false; StaticVariables.unlockedRemoveAllOfNumber = false; StaticVariables.unlockedClearPuzzle = false; StaticVariables.unlockedHighlightBuildings = false; StaticVariables.includeNotes1Button = false; StaticVariables.includeNotes2Button = false; StaticVariables.changeResidentColorOnCorrectRows = false; StaticVariables.includeUndoRedo = false; StaticVariables.includeRemoveAllOfNumber = false; StaticVariables.includeClearPuzzle = false; StaticVariables.includeHighlightBuildings = false; StaticVariables.unlockedSkins = new List <Skin>(); StaticVariables.skin = InterfaceFunctions.getDefaultSkin(); background.GetComponent <SpriteRenderer>().sprite = StaticVariables.skin.shopBackground; InterfaceFunctions.colorMenuButton(menuButton); updateButtons(); }
private void Start() { //set some private variables based on elements edited by the inspector ColorUtility.TryParseHtmlString(affordableCoinColor, out affordableColor); ColorUtility.TryParseHtmlString(unaffordableCoinColor, out unaffordableColor); ColorUtility.TryParseHtmlString(purchaseButtonExterior, out purchaseButtonExteriorColor); ColorUtility.TryParseHtmlString(purchaseButtonInterior, out purchaseButtonInteriorColor); ColorUtility.TryParseHtmlString(noPurchaseButtonExterior, out noPurchaseButtonExteriorColor); ColorUtility.TryParseHtmlString(noPurchaseButtonInterior, out noPurchaseButtonInteriorColor); sprite1s = coinsBox1s.GetComponent <SpriteRenderer>(); sprite10s = coinsBox10s.GetComponent <SpriteRenderer>(); sprite100s = coinsBox100s.GetComponent <SpriteRenderer>(); sprite1000s = coinsBox1000s.GetComponent <SpriteRenderer>(); sprite10000s = coinsBox10000s.GetComponent <SpriteRenderer>(); blackSprite = blackForeground.GetComponent <SpriteRenderer>(); //show the amount of coins the player has, and also the cost of various upgrades displayCoinsAmount(); displayCoinsOnButton(expandMedButton, medCityPrice); displayCoinsOnButton(expandLargeButton, largeCityPrice); displayCoinsOnButton(expandHugeButton, hugeCityPrice); displayCoinsOnButton(expandNotes1Button, notes1Price); displayCoinsOnButton(expandNotes2Button, notes2Price); displayCoinsOnButton(expandResidentColorButton, residentColorPrice); displayCoinsOnButton(expandUndoRedoButton, undoRedoPrice); displayCoinsOnButton(expandRemoveAllButton, removeAllPrice); displayCoinsOnButton(expandClearButton, clearPrice); displayCoinsOnButton(expandHighlightBuildingsButton, highlightBuildingsPrice); //show the cost of the various skins findSkinButtons(); foreach (GameObject parent in skinButtons) { displayCoinsOnButton(parent.transform.Find("Expand Button").gameObject, getSkinPrice((InterfaceFunctions.getSkinFromName(parent.name)))); } //update the buttons for the various upgrades to denote if they can be purchased right now updateButtons(); //apply the cosmetics from the current skin background.GetComponent <SpriteRenderer>().sprite = StaticVariables.skin.shopBackground; InterfaceFunctions.colorMenuButton(menuButton); //starts the fade-in process, which is carried out in the Update function if (StaticVariables.isFading && StaticVariables.fadingTo == "shop") { fadeTimer = fadeInTime; } //determine the full scope of the scroll view, determined by what elements are expanded within the scrollview setScrollViewHeight(); }
private void Start() { //apply the cosmetics from the current skin background.GetComponent <SpriteRenderer>().sprite = StaticVariables.skin.shopBackground; blackSprite = blackForeground.GetComponent <SpriteRenderer>(); InterfaceFunctions.colorMenuButton(menuButton); //starts the fade-in process, which is carried out in the Update function if (StaticVariables.isFading && StaticVariables.fadingTo == "credits") { fadeTimer = fadeInTime; } }
public void unlockSkin(GameObject parent) { Skin skin = InterfaceFunctions.getSkinFromName(parent.name); if (canPurchase(StaticVariables.unlockedSkins.Contains(skin), getSkinPrice(skin))) { StaticVariables.unlockedSkins.Add(skin); StaticVariables.skin = skin; background.GetComponent <SpriteRenderer>().sprite = StaticVariables.skin.shopBackground; InterfaceFunctions.colorMenuButton(menuButton); doPurchase(getSkinPrice(skin)); } }
// --------------------------------------------------- //ALL OF THE FUNCTIONS THAT ARE USED TO UPDATE THE VISUALS FOR THE MAIN MENU SCENE // --------------------------------------------------- private void colorButtons() { //color all of the menu buttons to fit the current skin InterfaceFunctions.colorMenuButton(puzzleButtons.transform.Find("3").gameObject); InterfaceFunctions.colorMenuButton(puzzleButtons.transform.Find("4").gameObject); InterfaceFunctions.colorMenuButton(puzzleButtons.transform.Find("5").gameObject); InterfaceFunctions.colorMenuButton(puzzleButtons.transform.Find("6").gameObject); InterfaceFunctions.colorMenuButton(returnOrAbandonButtons.transform.Find("Popup").Find("Return").gameObject); InterfaceFunctions.colorMenuButton(returnOrAbandonButtons.transform.Find("Popup").Find("Abandon").gameObject); Color exter; Color inter; ColorUtility.TryParseHtmlString(StaticVariables.skin.resumePuzzleExterior, out exter); ColorUtility.TryParseHtmlString(StaticVariables.skin.resumePuzzleInterior, out inter); returnOrAbandonButtons.transform.Find("Popup").Find("Backdrop").Find("Border").GetComponent <SpriteRenderer>().color = exter; returnOrAbandonButtons.transform.Find("Popup").Find("Backdrop").Find("Interior").GetComponent <SpriteRenderer>().color = inter; InterfaceFunctions.colorMenuButton(shopButton); InterfaceFunctions.colorMenuButton(tutorialButton); InterfaceFunctions.colorMenuButton(settingsButton); InterfaceFunctions.colorMenuButton(largeCenterTutorialButton); }
private void loadSkin() { //updates the visuals of the settings scene based on what skin is used background.GetComponent <SpriteRenderer>().sprite = StaticVariables.skin.shopBackground; InterfaceFunctions.colorMenuButton(menuButton); }