public void ShowLevelInfo(Map map) { levelInfoBg.CrossFadeAlpha(1f, 0.2f, true); Image[] images = levelInfoBg.GetComponentsInChildren <Image> (); foreach (Image image in images) { image.CrossFadeAlpha(1f, 0.2f, true); } Text[] texts = levelInfoBg.GetComponentsInChildren <Text> (); foreach (Text text in texts) { text.CrossFadeAlpha(1f, 0.2f, true); } foreach (Text levelNameLabel in levelNameLabels) { levelNameLabel.text = map.title; } authorLabel.text = "by " + map.author; scoreLabel.text = "Best Score: " + PlayerProgression.GetBestScore(map.name); timeLabel.text = "Time Limit: " + UIHelpers.ConvertToSecondsTimeString(map.timeLimit); minesLabel.text = "Mines: " + map.difficulty.ToString(); if (PlayerProgression.HasCompletedLevel(map.name)) { checkmark.enabled = true; } else { checkmark.enabled = false; } }
public void ShowLevelInfo(string diff) { levelInfoBg.CrossFadeAlpha(1f, 0.2f, true); Image[] images = levelInfoBg.GetComponentsInChildren <Image> (); foreach (Image image in images) { image.CrossFadeAlpha(1f, 0.2f, true); } Text[] texts = levelInfoBg.GetComponentsInChildren <Text> (); foreach (Text text in texts) { text.CrossFadeAlpha(1f, 0.2f, true); } HighscoreSet scoreSet = PlayerProgression.GetClassicModeScores(diff); if (scoreSet.first > 0) { float time = ((float)scoreSet.first / 10); scores[0].text = UIHelpers.ConvertToSecondsTimeString(time); } else { scores[0].text = "--:--"; } if (scoreSet.second > 0) { float time = ((float)scoreSet.second / 10); scores[1].text = UIHelpers.ConvertToSecondsTimeString(time); } else { scores[1].text = "--:--"; } if (scoreSet.third > 0) { float time = ((float)scoreSet.third / 10); scores[2].text = UIHelpers.ConvertToSecondsTimeString(time); } else { scores[2].text = "--:--"; } if (scoreSet.fourth > 0) { float time = ((float)scoreSet.fourth / 10); scores[3].text = UIHelpers.ConvertToSecondsTimeString(time); } else { scores[3].text = "--:--"; } if (scoreSet.fifth > 0) { float time = ((float)scoreSet.fifth / 10); scores[4].text = UIHelpers.ConvertToSecondsTimeString(time); } else { scores[4].text = "--:--"; } }
public void SetupUI() { leftButton.interactable = true; rightButton.interactable = true; HighscoreSet scoreSet; switch (currentDifficulty) { case Difficulty.Easy: foreach (Text difficultyLabel in difficultyLabels) { difficultyLabel.text = "Easy Difficulty"; } scoreSet = PlayerProgression.GetClassicModeScores("easy"); leftButton.interactable = false; break; case Difficulty.Medium: foreach (Text difficultyLabel in difficultyLabels) { difficultyLabel.text = "Medium Difficulty"; } scoreSet = PlayerProgression.GetClassicModeScores("medium"); break; case Difficulty.Hard: foreach (Text difficultyLabel in difficultyLabels) { difficultyLabel.text = "Hard Difficulty"; } scoreSet = PlayerProgression.GetClassicModeScores("hard"); rightButton.interactable = false; break; default: foreach (Text difficultyLabel in difficultyLabels) { difficultyLabel.text = "??? Difficulty"; } scoreSet = new HighscoreSet(); break; } if (scoreSet.first > 0) { float time = ((float)scoreSet.first / 10); scores[0].text = UIHelpers.ConvertToSecondsTimeString(time); } else { scores[0].text = "--:--"; } if (scoreSet.second > 0) { float time = ((float)scoreSet.second / 10); scores[1].text = UIHelpers.ConvertToSecondsTimeString(time); } else { scores[1].text = "--:--"; } if (scoreSet.third > 0) { float time = ((float)scoreSet.third / 10); scores[2].text = UIHelpers.ConvertToSecondsTimeString(time); } else { scores[2].text = "--:--"; } if (scoreSet.fourth > 0) { float time = ((float)scoreSet.fourth / 10); scores[3].text = UIHelpers.ConvertToSecondsTimeString(time); } else { scores[3].text = "--:--"; } if (scoreSet.fifth > 0) { float time = ((float)scoreSet.fifth / 10); scores[4].text = UIHelpers.ConvertToSecondsTimeString(time); } else { scores[4].text = "--:--"; } }
protected override void OnOpen() { ribbon.SetActive(false); SoundController.PauseMusic(3.0f); switch (GameController.CurrentState.currentMode) { case GameMode.Adventure: float T = GameController.CurrentState.victory ? HUD.FinalTime / GameController.CurrentBoard.map.timeLimit * 100 : 0; float D = GameController.CurrentBoard.map.pointsMultiplier; float N = (float)GameController.CurrentState.flippedSpaces / (float)GameController.CurrentBoard.slots.Length * 100; int bonus = GameController.CurrentState.victory ? 10 : 2; int points = (int)((T * T + N * N) * D) * bonus; foreach (Text title in titleLabels) { title.text = GameController.CurrentState.victory ? "Swiped it!" : "Busted!"; } label1.text = "Total Points"; value1.text = points.ToString(); label2.text = "Time Remaining"; value2.text = UIHelpers.ConvertToSecondsTimeString(HUD.FinalTime); label3.text = "Mines Flagged Incorrectly"; value3.text = GameController.CurrentState.mislocatedBombs.ToString(); label4.text = ""; value4.text = ""; if (GameController.CurrentState.victory) { GameController.CompleteLevel(points); actionButton.SetActive(true); if (GameController.IsFinalLevel()) { actionButton.transform.GetChild(0).GetComponent <Text> ().text = "FINISH"; PlayerProgression.CompleteWorld(GameController.CurrentWorld); } else { actionButton.transform.GetChild(0).GetComponent <Text> ().text = "NEXT LEVEL"; } SoundController.PlaySoundEffect(Sounds.VICTORY); if (points >= GameController.CurrentBoard.map.pointTarget) { Invoke("TargetReached", 2.5f); } } else { actionButton.SetActive(false); SoundController.PlaySoundEffect(Sounds.DEFEAT); } break; case GameMode.Classic: foreach (Text title in titleLabels) { title.text = GameController.CurrentState.victory ? "Success!" : "Defeat!"; } actionButton.SetActive(true); actionButton.transform.GetChild(0).GetComponent <Text>().text = "CHANGE DIFFICULTY"; label1.text = "Total Time"; value1.text = UIHelpers.ConvertToSecondsTimeString(HUD.FinalTime); label2.text = "Mines Flagged Correctly"; value2.text = GameController.CurrentState.locatedBombs.ToString(); label3.text = "Mines Flagged Incorrectly"; value3.text = GameController.CurrentState.mislocatedBombs.ToString(); label4.text = "Mines Remaining"; value4.text = GameController.CurrentState.remainingBombs.ToString(); SoundController.PlaySoundEffect(GameController.CurrentState.victory ? Sounds.VICTORY : Sounds.DEFEAT); if (GameController.CurrentState.victory) { PlayerProgression.CompleteClassicMode(GameController.CurrentBoard.map.name, HUD.FinalTime); } break; } foreach (GameObject work in fireworks) { work.SetActive(GameController.CurrentState.victory); } }