private void achievementCheck(Completition achievement, int currentAdvancement) { if (achievement.Milestone == currentAdvancement) { achievementUnlocked(achievement); } else { achievementUpdated(achievement, 0, currentAdvancement); } }
private void TranslateAchievmentData(TextAsset data, List <Completition> achievementList) { string[] lines = data.text.Split(new char[] { '\n' }); // skip first line for (int i = 1; i < lines.Length; i++) { string[] cases = lines[i].Split(new char[] { ',' }); Completition achievement = new Completition(cases[0], cases[1], Int32.Parse(cases[2])); achievementList.Add(achievement); } }
private void achievementUnlocked(Completition achievement) { if (currentAchievementPrefab == null) { StartCoroutine(Fade()); currentAchievementPrefab = Instantiate(achievementUIprefab, gameObject.transform); Animation anim = currentAchievementPrefab.GetComponent <Animation>(); anim.Play("AchievementUnlockedNew"); } else { countDownToHide = achievementStayDuration; Animation anim = currentAchievementPrefab.GetComponent <Animation>(); anim.Play("AchievementUnlocked"); } currentAchievementPrefab.achievementDescription.text = achievement._description; currentAchievementPrefab.achievmentTitle.text = achievement._name; currentAchievementPrefab.progressBar.transform.localScale = new Vector3(1, 1, 1); }
private void achievementUpdated(Completition achievement, int previousMilestone, int advancement) { if (currentAchievementPrefab == null) { StartCoroutine(Fade()); currentAchievementPrefab = Instantiate(achievementUIprefab, gameObject.transform); Animation anim = currentAchievementPrefab.GetComponent <Animation>(); anim.Play("AchievementUpdate"); } else { countDownToHide = achievementStayDuration; } currentAchievementPrefab.achievementDescription.text = achievement._description; currentAchievementPrefab.achievmentTitle.text = achievement._name; float normalizedStartingAdvancement = (float)(advancement - 1 - previousMilestone) / (float)(achievement.Milestone - previousMilestone); float normalizedAdvancement = (float)(advancement - previousMilestone) / (float)(achievement.Milestone - previousMilestone); StartCoroutine(LerpSize(currentAchievementPrefab.progressBar.transform, normalizedStartingAdvancement, normalizedAdvancement, progressBarDuration, progressBarDuration)); StartCoroutine(LerpSize(currentAchievementPrefab.progressBarTemp.transform, normalizedStartingAdvancement, normalizedAdvancement, progressBarDuration)); }