/// <summary> /// Get the table shape stars. /// </summary> /// <returns>The table shape stars.</returns> /// <param name="starsNumber">WinDialog Stars number.</param> public static TableShape.StarsNumber GetTableShapeStars(WinDialog.StarsNumber starsNumber) { if (starsNumber == WinDialog.StarsNumber.ONE) { return(TableShape.StarsNumber.ONE); } else if (starsNumber == WinDialog.StarsNumber.TWO) { return(TableShape.StarsNumber.TWO); } else if (starsNumber == WinDialog.StarsNumber.THREE) { return(TableShape.StarsNumber.THREE); } return(TableShape.StarsNumber.ZERO); }
/// <summary> /// Set the value of the progress. /// </summary> /// <param name="currentTime">Current time.</param> public void SetProgress(float currentTime) { if (gameManager == null) { return; } if (gameManager.shape == null) { return; } if (progressImage != null) { progressImage.fillAmount = 1 - (currentTime / (gameManager.shape.twoStarsTimePeriod * 1.0f + 1)); } if (currentTime >= 0 && currentTime <= gameManager.shape.threeStarsTimePeriod) { if (levelStars [0] != null) { levelStars [0].sprite = starOn; } if (levelStars [1] != null) { levelStars [1].sprite = starOn; } if (levelStars [2] != null) { levelStars [2].sprite = starOn; } if (progressImage != null) { progressImage.color = Colors.greenColor; } starsNumber = WinDialog.StarsNumber.THREE; } else if (currentTime > gameManager.shape.threeStarsTimePeriod && currentTime <= gameManager.shape.twoStarsTimePeriod) { if (levelStars [2] != null) { levelStars [2].sprite = starOff; } if (progressImage != null) { progressImage.color = Colors.yellowColor; } starsNumber = WinDialog.StarsNumber.TWO; } else { if (levelStars [1] != null) { levelStars [1].sprite = starOff; } if (levelStars [2] != null) { levelStars [2].sprite = starOff; } if (progressImage != null) { progressImage.color = Colors.redColor; } starsNumber = WinDialog.StarsNumber.ONE; } }