public void GoToLevelMenu() { int LevelNum = PlayerPrefs.GetInt("currentLevelNum"); if (WinToggle.isOn) { LevelData.setWon(LevelNum, true); if (LevelData.getScore(LevelNum) < (int)ScoreSlider.value) { LevelData.setScore(LevelNum, (int)ScoreSlider.value); } if (LevelData.getStarCount(LevelNum) < (int)StarSlider.value) { LevelData.setStarCount(LevelNum, (int)StarSlider.value); LevelData.AnimateStars(LevelNum); } if (UnLockNextLevel.isOn) { LevelData.Unlock(LevelNum + 1); } } LevelData.goToLevelMenu(); }
public void GoToNextLevel() { int LevelNum = PlayerPrefs.GetInt("currentLevelNum"); int NextLevelNum = LevelNum + 1; if (WinToggle.isOn) { LevelData.setWon(LevelNum, true); if (LevelData.getScore(LevelNum) < (int)ScoreSlider.value) { LevelData.setScore(LevelNum, (int)ScoreSlider.value); } if (LevelData.getStarCount(LevelNum) < (int)StarSlider.value) { LevelData.setStarCount(LevelNum, (int)StarSlider.value); LevelData.AnimateStars(LevelNum); } if (UnLockNextLevel.isOn) { LevelData.Unlock(NextLevelNum); } } LevelData.goToLevel(NextLevelNum); //go to Level automatically unlocks the Level }
//set the Stars private void SetStars() { if (starsGO == null) { Debug.LogWarning("Stars doesn't exist"); return; } bool animateStars = LevelData.getAnimateStars(levelNum); //if the starGO is not active then return if (!starsGO.activeSelf) { return; } //active of deactivate stars based on the number of stars collected in the level for (int i = 0; i < starsGO.transform.childCount; i++) { if (stars >= i + 1) { starsGO.transform.GetChild(i).gameObject.SetActive(true); } else { starsGO.transform.GetChild(i).gameObject.SetActive(false); } } //set animator with bool values starsGO.GetComponent <Animator>().SetBool("Animate", animateStars); starsGO.GetComponent <Animator>().SetBool("IsOn", true); //set animate stars to false LevelData.AnimateStars(levelNum, false); }