public void OnGUI() { GUILayout.BeginVertical(); if (GUILayout.Button("Complete with 1 star")) { LevelsMap.CompleteLevel(LevelNumber, 1); GoBack(); } if (GUILayout.Button("Complete with 2 star")) { LevelsMap.CompleteLevel(LevelNumber, 2); GoBack(); } if (GUILayout.Button("Complete with 3 star")) { LevelsMap.CompleteLevel(LevelNumber, 3); GoBack(); } if (GUILayout.Button("Back")) { GoBack(); } GUILayout.EndVertical(); }
public void OnGUI() { GUILayout.BeginVertical(); DrawToggleShowButton(); if (_isShow) { DrawInputParameters(); if (GUILayout.Button("Complete all levels")) { for (int i = 1; i < GameObject.Find("Levels").transform.childCount; i++) { // LevelsMap.CompleteLevel(i, _starsCount); SaveLevelStarsCount(i, _starsCount); } } if (GUILayout.Button("Complete level")) { if (LevelsMap.IsStarsEnabled()) { LevelsMap.CompleteLevel(_levelNumber, _starsCount); } else { LevelsMap.CompleteLevel(_levelNumber); } } if (GUILayout.Button("Go to level")) { LevelsMap.GoToLevel(_levelNumber); } if (GUILayout.Button("Is level locked")) { bool isLocked = LevelsMap.IsLevelLocked(_levelNumber); Debug.Log(string.Format("Level {0} is {1}", _levelNumber, isLocked ? "locked" : "not locked")); } if (GUILayout.Button("Clear all progress")) { LevelsMap.ClearAllProgress(); } } GUILayout.EndVertical(); }