/** * This function will check how many levels has the player cleared and then mark the correct amount of buttons as clickable * Additionally this function will hide all the cats that the player has not yet acquired. */ private void checkButtons() { int clearedlevels = system.getClearedLevels(); for (int i = 0; i < buttons.Capacity; i++) { if (clearedlevels >= i) { buttons[i].interactable = true; if (system.isCatCollected(i)) { GameObject.Find("Main Canvas/Buttons/Level" + (i + 1) + "/cat_l" + (i + 1)).SetActive(true); } } else if (clearedlevels < i) { buttons[i].interactable = false; GameObject.Find("Main Canvas/Buttons/Level" + (i + 1) + "/cat_l" + (i + 1)).SetActive(false); } /* * if(i == (buttons.Capacity - 1) && !system.isCatCollected(i)) //makes sure that the number of cats being displayed is correct * { * GameObject.Find("Main Canvas/Buttons/Level" + (i+1) + "/cat_l" + (i+1)).SetActive(false); * } */ } }
/** * Game state that is triggered if the user's answer was correct. * Prompts the user that they have acquired a cat if not collected before. * Also prompts the user to play the next level or to quit. */ void gameWin() { Debug.Log("You win!"); playable = false; if (!system.isCatCollected(currentLevel)) //if first time clear { system.collectCat(currentLevel); system.clearlevel(currentLevel); activateCatPrompt(); } else { system.clearlevel(currentLevel); activateWinPrompt(); } }