예제 #1
0
    // Update is called once per frame
    void Update()
    {
        phaseDataList = GameObjectTracker.GetGOT()._PlayerData.Breathless.PhaseList;


        if (phaseDataList != null && phaseCount < phaseDataList.Count)
        {
            // if we have a data list, and the data list is greater than the number
            // of phases we have created, the last phasecount "Should" be the last
            // punched phase, grab that and create the result object and add it to the grid.

            BasePhase.PhaseData lastPhaseData = phaseDataList[phaseCount];

            // after all is done, increment our phase count
            phaseCount++;

            FUIPhaseResultObject newPhaseResult = null;
            newPhaseResult = NGUITools.AddChild(myGrid.gameObject, refPhaseResultObject.gameObject).GetComponent <FUIPhaseResultObject>();
            if (lastPhaseData.PhaseCompletionPunch < 0)
            {
                newPhaseResult.phaseSprite.spriteName = "phaseunknown";
                newPhaseResult.phaseLabel.text        = "Failed";
            }
            else
            {
                newPhaseResult.phaseSprite.spriteName = lastPhaseData.IconTextureName;
                newPhaseResult.phaseLabel.text        = FormatSeconds(lastPhaseData.PhaseCompletionPunch);
                //newPhaseResult.PhaseData = lastPhaseData;
            }
            // regardless if the phases is punched or not, store the given phase name
            // this way when it gets punched, we can update the data
            newPhaseResult.givenSpriteName = lastPhaseData.IconTextureName;

            phaseResults.Add(newPhaseResult);

            // now we've added any new phases that we need.
            // real quick iterate through the lists, and update any new phases that
            // have now been punched
            for (int i = 0; i < phaseCount; i++)
            {
                if (phaseDataList[i].PhaseCompletionPunch > 0)
                {
                    phaseResults[i].phaseSprite.spriteName = phaseResults[i].givenSpriteName;
                    phaseResults[i].phaseLabel.text        = FormatSeconds(phaseDataList[i].PhaseCompletionPunch);
                    phaseResults[i].PhaseData = phaseDataList[i];
                }
            }

            myGrid.Reposition();

            // update the phase title
            if (labelPhaseResultsTitle)
            {
                labelPhaseResultsTitle.text = phaseResultsTitles[phaseCount];
            }
        }
    }
    void PreparePhaseGrid()
    {
        if (_resultList == null)
        {
            _resultList = new List <FUIPhaseResultObject>();
            //return;
        }

        for (int i = 0; i < initialCount; i++)
        {
            //Create teh new result.
            FUIPhaseResultObject newResult = NGUITools.AddChild(EndGameTable.gameObject,
                                                                BadgeReference.gameObject).GetComponent <FUIPhaseResultObject>();

            //Testing purposes.
            if (i < 5)
            {
                newResult.TEMPBOOL = true;
            }


            //Add to list and deactivate.
            newResult.gameObject.SetActive(false);
            _resultList.Add(newResult);
        }

        //BasePhase.PhaseData[] phases = GameObjectTracker.instance._PlayerData.Breathless.PhaseList

        //Fill up the list.
        int index = 0;

        foreach (BasePhase.PhaseData phase in GameObjectTracker.instance._PlayerData.Breathless.PhaseList)
        {
            _resultList[index].PhaseData = phase;
            index++;
        }

        prepredPhaseGrid = true;
    }
예제 #3
0
    void PreparePhaseGrid()
    {
        if (_resultList == null)
        {
            _resultList = new List <FUIPhaseResultObject>();
            return;
        }

        for (int i = 0; i < initialCount; i++)
        {
            //Create teh new result.
            FUIPhaseResultObject newResult = NGUITools.AddChild(PhaseGrid.gameObject,
                                                                PrefabBadge.gameObject).GetComponent <FUIPhaseResultObject>();

            //Nothing is yet assigned.

            //Add to list and deactivate.
            newResult.gameObject.SetActive(false);
            _resultList.Add(newResult);
        }

        prepredPhaseGrid = true;
    }