public void Init(GamesPanel _manager, MainMiniGame _MainMiniGame) { mainGameInfo = _MainMiniGame; panelManager = _manager; var icoPath = mainGameInfo.GetIconResourcePath(); //// @note: we get the minigame saved score, which should be the maximum score achieved //// @note: I'm leaving the average-based method commented if we want to return to that logic //var score = info.score; //var score = GenericHelper.GetAverage(TeacherAI.I.ScoreHelper.GetLatestScoresForMiniGame(info.data.Code, -1)); //if (score < 0.1f) { // // disabled // //GetComponent<Button>().interactable = false; // //GetComponent<Image>().color = Color.grey; //} Icon.sprite = Resources.Load <Sprite>(icoPath); isLocked = true; foreach (var gameVariation in mainGameInfo.variations) { if (gameVariation.unlocked) { isLocked = false; } //Debug.Log("gameVariation() main game " + mainGameInfo.MainId + " / " + gameVariation.data.Code + "(" + isLocked + ")"); } LockIcon.enabled = isLocked; }
public void Init(GamesPanel _manager, MiniGameInfo _MiniGameInfo) { miniGameInfo = _MiniGameInfo; myManager = _manager; if (miniGameInfo.unlocked || AppManager.I.Player.IsDemoUser) { isLocked = false; } else { isLocked = true; } LockIcon.enabled = isLocked; ////Title.text = data.Title_Ar; //var icoPath = miniGameInfo.data.GetIconResourcePath(); //Debug.Log("resource icon for " + miniGameInfo.data.GetId() + ":" + icoPath); var badge = AppManager.I.AssetManager.GetBadgeIcon(miniGameInfo.data); //// @note: we get the minigame saved score, which should be the maximum score achieved //// @note: I'm leaving the average-based method commented if we want to return to that logic var score = miniGameInfo.score; //var score = GenericHelper.GetAverage(TeacherAI.I.ScoreHelper.GetLatestScoresForMiniGame(miniGameInfo.data.Code, -1)); if (score < 0.1f) { // disabled // GetComponent<Button>().interactable = false; //GetComponent<Image>().color = Color.grey; } //Icon.sprite = Resources.Load<Sprite>(icoPath); if (badge != null) { BadgeIcon.sprite = badge; } }