public void ChangeProgress(float NewProgress) { //Setting the stars active based on the amount of progress. transform.localScale = new Vector2(NewProgress, transform.localScale.y); progress = NewProgress; if (progress > (1f / 3f)) { Star1.SetActive(true); } else { Star1.SetActive(false); } if (progress > (2f / 3f)) { Star2.SetActive(true); } else { Star2.SetActive(false); } if (progress == 1f) { Star3.SetActive(true); } else { Star3.SetActive(false); } }
public void ChangeStars() { //Get the amount of stars of the current level and display them starsToDisplay = currentLevel.currentStars; switch (starsToDisplay) { case 0: Star0.SetActive(true); break; case 1: Star0.SetActive(false); Star1.SetActive(true); break; case 2: Star1.SetActive(false); Star2.SetActive(true); break; case 3: Star2.SetActive(false); Star3.SetActive(true); break; } }
// Use this for initialization void Start() //Mise en Place de la Scene. { End = GameObject.Find("End"); Star1 = GameObject.Find("1 Star"); Star2 = GameObject.Find("2 Star"); Star3 = GameObject.Find("3 Star"); Star1.SetActive(false); Star2.SetActive(false); Star3.SetActive(false); Fermeture = GameObject.Find("Fermeture"); Bienjoue = GameObject.Find("BienJoué"); genial = GameObject.Find("Génial"); excellent = GameObject.Find("Excellent"); score = GameObject.Find("Score"); Fermeture.SetActive(false); Bienjoue.SetActive(false); genial.SetActive(false); excellent.SetActive(false); next = GameObject.Find("Next Level").GetComponent <Button>(); score.GetComponent <Text>().text = "Score: " + GameManager.Score.ToString(); switch (GameManager.Stars) { case 0: GameObject.Find("Main Camera").GetComponent <AudioSource>().clip = bad; GameObject.Find("Main Camera").GetComponent <AudioSource>().Play(); Fermeture.SetActive(true); next.interactable = false; break; case 1: GameObject.Find("Main Camera").GetComponent <AudioSource>().clip = applause; GameObject.Find("Main Camera").GetComponent <AudioSource>().Play(); Bienjoue.SetActive(true); Star1.SetActive(true); break; case 2: GameObject.Find("Main Camera").GetComponent <AudioSource>().clip = applause; GameObject.Find("Main Camera").GetComponent <AudioSource>().Play(); genial.SetActive(true); Star1.SetActive(true); Star2.SetActive(true); break; case 3: GameObject.Find("Main Camera").GetComponent <AudioSource>().clip = applause; GameObject.Find("Main Camera").GetComponent <AudioSource>().Play(); excellent.SetActive(true); Star1.SetActive(true); GameObject.Find("Canvas").GetComponent <AudioSource>().PlayOneShot(good); Star2.SetActive(true); Star3.SetActive(true); break; } }
void Start() { transform = GetComponent <RectTransform> (); width = transform.rect.width; frame = GameObject.Find("Frame").GetComponent <RectTransform> (); Star1 = GameObject.Find("Star1"); Star1.SetActive(false); Star2 = GameObject.Find("Star2"); Star2.SetActive(false); Star3 = GameObject.Find("Star3"); Star3.SetActive(false); }
public void OnContinueClicked() { HidePopup(); StartCoroutine(DeActivate(1f, () => { if (ContinueClicked != null) { ContinueClicked(); } })); AudioManager.Instance.PlaySound(AudioManager.SFX.CLICK); StarsPanel.SetActive(false); Star1.SetActive(false); Star2.SetActive(false); Star3.SetActive(false); }
void OutputStar() { if (PlayerPrefs.GetInt("Score") < 6) { } if (PlayerPrefs.GetInt("Score") > 6 && PlayerPrefs.GetInt("Score") < 12) { Star1.SetActive(true); } if (PlayerPrefs.GetInt("Score") > 12 && PlayerPrefs.GetInt("Score") < 20) { Star1.SetActive(true); Star2.SetActive(true); } if (PlayerPrefs.GetInt("Score") > 20) { Star1.SetActive(true); Star2.SetActive(true); Star3.SetActive(true); } }
IEnumerator ShowStars(int starsCount) { yield return(new WaitForSeconds(1f)); if (starsCount >= 1) { Star1.SetActive(true); AudioManager.Instance.PlaySound(AudioManager.SFX.STAR); yield return(new WaitForSeconds(0.5f)); } if (starsCount >= 2) { Star2.SetActive(true); AudioManager.Instance.PlaySound(AudioManager.SFX.STAR); yield return(new WaitForSeconds(0.5f)); } if (starsCount >= 3) { Star3.SetActive(true); AudioManager.Instance.PlaySound(AudioManager.SFX.STAR); } }
public void Configure(int StarAchieved) { Star1.SetActive(StarAchieved >= 1); Star2.SetActive(StarAchieved >= 2); Star3.SetActive(StarAchieved >= 3); }
public void countPoints() { Time.timeScale = 0; //Pausa spelet och tiden int numSaved = 0; Points += timeFactor * countdownScript.getTimeLeft(); victims = GameObject.FindGameObjectsWithTag("Victim"); foreach (GameObject victim in victims) { victimParam = victim.GetComponent <Parameters>(); Dictionary <string, object> ParamDic = victimParam.getParamHash(); if ((string)ParamDic["SetPrio"] == "unset") { Points -= unSetTriagePenelty; } else if ((string)ParamDic["SetPrio"] == ParamDic["prio"].ToString().ToLower()) { Debug.Log("Correct"); numSaved += 1; Points += correctTriagePoint; } else if ((string)ParamDic["SetPrio"] != ParamDic["prio"].ToString().ToLower()) { Debug.Log("incorrect"); Points -= incorrectTriagePenelty; } if ((bool)ParamDic["Bleeding"] == true) { Debug.Log("Bleeding"); Points -= incorrectTriagePenelty; } //Debug.Log(ParamDic["prio"]+" : "+ParamDic["SetPrio"]); } foreach (GameObject item in GameOverList) { item.SetActive(true); } //Behöver göras dynamisk när vi har fler levels if (Points <= 0) { PointRatio = 0; } else { PointRatio = Points; //Kvot för nuv. poäng genom tot. möjliga poäng * 100 } PointsTxt.text = PointRatio.ToString(); LevelTxt.text = "1"; int starCapPoint = victims.Length * correctTriagePoint; Debug.Log(PointRatio + " : " + starCapPoint); if (PointRatio > starCapPoint * 0.25f) { Star1.SetActive(true); } if (PointRatio > starCapPoint * 0.5f) { Star2.SetActive(true); } if (PointRatio >= starCapPoint) { Star3.SetActive(true); } }