private void ShowNewAward(int origRowVal, int origColumnVal, RectTransform orignalRectTransform, jackpotState newState) { GameObject newAward = gameObject; RectTransform newRectTransform = GetComponent <RectTransform>(); switch (newState) { case jackpotState.Mini: closedCount--; miniCount++; newAward = Instantiate( GameConstants.gameConstants.awardMiniPrefab.gameObject, GridLayoutManager.gridLayoutManager.transform); newRectTransform = newAward.GetComponent <RectTransform>(); break; case jackpotState.Minor: closedCount--; minorCount++; newAward = Instantiate( GameConstants.gameConstants.awardMinorPrefab.gameObject, GridLayoutManager.gridLayoutManager.transform); newRectTransform = newAward.GetComponent <RectTransform>(); break; case jackpotState.Major: closedCount--; majorCount++; newAward = Instantiate( GameConstants.gameConstants.awardMajorPrefab.gameObject, GridLayoutManager.gridLayoutManager.transform); newRectTransform = newAward.GetComponent <RectTransform>(); break; case jackpotState.Grand: closedCount--; grandCount++; newAward = Instantiate( GameConstants.gameConstants.awardGrandPrefab.gameObject, GridLayoutManager.gridLayoutManager.transform); newRectTransform = newAward.GetComponent <RectTransform>(); break; } createdObjects.Add(newAward); newRectTransform.anchorMin = orignalRectTransform.anchorMin; newRectTransform.anchorMax = orignalRectTransform.anchorMax; newRectTransform.anchoredPosition = orignalRectTransform.anchoredPosition; newRectTransform.sizeDelta = orignalRectTransform.sizeDelta; gridState[origRowVal + "" + origColumnVal] = newState; if (!newAward.activeSelf) { newAward.SetActive(true); } //newRectTransform.GetComponent<AwardHandler>().rowVal = origRowVal; //newRectTransform.GetComponent<AwardHandler>().columnVal = origColumnVal; Destroy(orignalRectTransform.gameObject); }
public void ChangeParameterFor(int rowVal, int columnVal, RectTransform orignalRectTransform) { jackpotState newState = DecideNewParameter(); ShowNewAward(rowVal, columnVal, orignalRectTransform, newState); CheckGridForRewards(); }
public void SaveJsonData(bool rewardsAssigned, jackpotState newState) { DataStructure newJsonData = new DataStructure(); //Set Json Data in new variable if (rewardsAssigned) { switch (newState) { case jackpotState.Mini: currMiniTotal += 100000; currTotal += 100000; break; case jackpotState.Minor: currMinorTotal += 200000; currTotal += 200000; break; case jackpotState.Major: currMajorTotal += 500000; currTotal += 500000; break; case jackpotState.Grand: currGrandTotal += 1000000; currTotal += 1000000; break; } } newJsonData.totalEarned = currTotal; newJsonData.miniTotal = currMiniTotal; newJsonData.minorTotal = currMinorTotal; newJsonData.majorTotal = currMajorTotal; newJsonData.grandTotal = currGrandTotal; SetUiTotal(); newJsonData.dictionarykeys = new string[ GridLayoutManager.gridLayoutManager.rowCount * GridLayoutManager.gridLayoutManager.columnCount ]; newJsonData.dictionaryValues = new jackpotState[ GridLayoutManager.gridLayoutManager.rowCount * GridLayoutManager.gridLayoutManager.columnCount ]; // for (int i=0; i< GridLayoutManager.gridLayoutManager.rowCount; i++) //{ // for(int j=0; j<GridLayoutManager.gridLayoutManager.columnCount; j++) // { // newJsonData.dictionarykeys[(GridLayoutManager.gridLayoutManager.rowCount * i) + j] = (string)(i+""+j) ; // newJsonData.dictionaryValues[(GridLayoutManager.gridLayoutManager.rowCount * i) + j] = GameHandler.gameHandler.gridState[i + "" + j]; // Debug.Log("saving ("+i+", "+j+"), kay as : " + // newJsonData.dictionarykeys[(GridLayoutManager.gridLayoutManager.rowCount * i) + j]+ // " : and value as : " + // newJsonData.dictionaryValues[(GridLayoutManager.gridLayoutManager.rowCount * i) + j]); // } //} for (int i = 0; i < GridLayoutManager.gridLayoutManager.rowCount; i++) { for (int j = 0; j < GridLayoutManager.gridLayoutManager.columnCount; j++) { newJsonData.dictionarykeys[(GridLayoutManager.gridLayoutManager.rowCount * i) + j] = (string)(i + "" + j); newJsonData.dictionaryValues[(GridLayoutManager.gridLayoutManager.rowCount * i) + j] = GameHandler.gameHandler.gridState[i + "" + j]; Debug.Log("saving (" + i + ", " + j + "), kay as : " + newJsonData.dictionarykeys[(GridLayoutManager.gridLayoutManager.rowCount * i) + j] + " : and value as : " + newJsonData.dictionaryValues[(GridLayoutManager.gridLayoutManager.rowCount * i) + j]); } } //Debug.Log("saving keys, value as : " + newJsonData.dictionarykeys); //Debug.Log("saving values as : " + newJsonData.dictionaryValues); newJsonData.scoreComplete = rewardsAssigned; //save new data in file string jsonDataString = JsonUtility.ToJson(newJsonData, true); File.WriteAllText(jsonPath, jsonDataString); }
public void setAwardState(jackpotState val) { //changing award state myState = val; }