public void Activate(int collectedStars, int maxStars) { // gameObject.SetActive(false); deactivateOnVictory.SetActive(false); deactivateOnVictory2.SetActive(false); Time.timeScale = 0; for (int i = 0; i < maxStars; i++) { GameObject star = Instantiate(starPrefab); star.transform.SetParent(starPanel.transform); star.transform.localScale = new Vector3(1f, 1f, 1f); star.GetComponent <Image>().color = i < collectedStars ? activeStarColor : inactiveStarColor; } gameObject.SetActive(true); GetComponent <AudioSource>().PlayOneShot(victoryTune); AudioController.ac.BackgroundVolume(); StarController sc = StarController.sc; if (sc.GetLevelIndex(SceneData.sd.levelID) >= sc.starData.allStars.Count - 1) // you beat the game. somehow { //nextLevelButton.GetComponent<Image>().color = new Color(.3f, .3f, .3f, 1f); nextLevelButton.GetComponent <Button>().interactable = false; nextLevelButton.transform.GetChild(0).gameObject.SetActive(false); starPanel.SetActive(false); congratulatoryText.text = "Thanks for playing!"; } else if (sc.starData.TotalStarsGotten() < sc.starData.allStars[sc.GetLevelIndex(SceneData.sd.levelID) + 1].starRequirement) { //nextLevelButton.GetComponent<Image>().color = new Color(.3f, .3f, .3f, 1f); nextLevelButton.GetComponent <Button>().interactable = false; nextLevelButton.transform.GetChild(0).gameObject.SetActive(false); } StartCoroutine(Entrance()); }
public void NextLevel() { StarController sc = StarController.sc; AudioController.ac.ForegroundVolume(); int levelIndex = sc.GetLevelIndex(SceneData.sd.levelID); levelIndex += 1; Debug.Log("Incremented level index : " + levelIndex.ToString()); if (levelIndex >= sc.starData.allStars.Count || sc.starData.TotalStarsGotten() < sc.starData.allStars[levelIndex].starRequirement) { //BackToMenu(); return; } SceneData.sd.levelID = sc.starData.allStars[levelIndex].levelId; sc.LoadStarData(); Transition.t.FadeToScene(1); }
public void ReachGoal() { StarController sc = StarController.sc; if (sc != null) { sc.SaveStarData(); } int curLvl = sc.GetLevelIndex(SceneData.sd.levelID); SceneData.sd.goToLevelSelect = true; audio.Stop(); foreach (HeadToggle h in FindObjectsOfType(typeof(HeadToggle))) { h.GetComponent <AudioSource>().volume = 0; } VictoryOverlay.vo.Activate(sc.CollectedStarsInLevel(curLvl), sc.TotalStarsInLevel(curLvl)); //VictoryOverlay.vo.Activate(1,4); //SceneManager.LoadScene (0); }