/// <summary> /// Sets the sprite on this UI's checkbox based on the status of the task. /// </summary> private void SetCheckboxSprite(bool isPop, TweenToggle slash) { // get the status WellapadTaskCompletionStates eStatus = WellapadMissionController.Instance.GetTaskStatus(task, isPop); // show the tween only if the status is complete OR the status is recently completed and we are popping the task status if (eStatus == WellapadTaskCompletionStates.Completed || (eStatus == WellapadTaskCompletionStates.RecentlyCompleted && isPop)) { // mark this task as done slash.gameObject.SetActive(true); StartCoroutine(CheckboxSpriteShowHelper(slash)); // Show after one frame } }
public MutableDataWellapadTask(ImmutableDataWellapadTask data, WellapadTaskCompletionStates completionStatus = WellapadTaskCompletionStates.Uncompleted) { TaskID = data.GetTaskID(); if (data.GetCategory() == "Critical") { Category = MiniGameCategory.Critical; } else { Category = MiniGameCategory.Regular; } Amount = data.GetRandomCompleteCondition(); Completed = completionStatus; }
/// <summary> /// Sets the sprite on this UI's checkbox based on the status of the task. /// </summary> private void SetCheckboxSprite(bool bPop) { // get the status WellapadTaskCompletionStates status = WellapadMissionController.Instance.GetTaskStatus(task, bPop); // show the tween only if the status is complete OR the status is recently completed and we are popping the task status if (status == WellapadTaskCompletionStates.Completed || (status == WellapadTaskCompletionStates.RecentlyCompleted && bPop)) { // mark this task as done checkTween.gameObject.SetActive(true); StartCoroutine(CheckboxSpriteShowHelper()); // Show after one frame rewardButton.SetActive(true); } }
/// <summary> /// Gets the task status. Returns whether the user has completed the incoming /// task or not. /// </summary> /// <returns>The task status.</returns> /// <param name="task">Task.</param> public WellapadTaskCompletionStates GetTaskStatus(MutableDataWellapadTask task, bool bPop = false) { WellapadTaskCompletionStates status = WellapadTaskCompletionStates.Uncompleted; string taskID = task.TaskID; if (DataManager.Instance.GameData.Wellapad.CurrentTasks.ContainsKey(taskID) && DataManager.Instance.GameData.Wellapad.CurrentTasks.ContainsKey(taskID)) { status = DataManager.Instance.GameData.Wellapad.CurrentTasks[taskID].Completed; // if the status is recently completed and we are popping, "pop" it by setting it to just plain completed now if (bPop && status == WellapadTaskCompletionStates.RecentlyCompleted) { DataManager.Instance.GameData.Wellapad.CurrentTasks[taskID].Completed = WellapadTaskCompletionStates.Completed; } } else { Debug.LogError("Can't find task " + taskID + " in saved data"); } return(status); }