Пример #1
0
 /// <summary>
 /// Sets the progress of the specified achievement (if found) to the specified progress.
 /// </summary>
 /// <param name="achievementID">Achievement ID.</param>
 /// <param name="newProgress">New progress.</param>
 public static void SetProgress(string achievementID, int newProgress)
 {
     _achievement = AchievementManagerContains(achievementID);
     if (_achievement != null)
     {
         _achievement.SetProgress(newProgress);
     }
 }
Пример #2
0
        /// <summary>
        /// Copies this achievement (useful when loading from a scriptable object list)
        /// </summary>
        public virtual MMAchievement Copy()
        {
            MMAchievement clone = new MMAchievement();

            // we use Json utility to store a copy of our achievement, not a reference
            clone = JsonUtility.FromJson <MMAchievement>(JsonUtility.ToJson(this));
            return(clone);
        }
Пример #3
0
 /// <summary>
 /// Locks the specified achievement (if found).
 /// </summary>
 /// <param name="achievementID">Achievement ID.</param>
 public static void LockAchievement(string achievementID)
 {
     _achievement = AchievementManagerContains(achievementID);
     if (_achievement != null)
     {
         _achievement.LockAchievement();
     }
 }
        /// <summary>
        /// Instantiates an achievement display prefab and shows it for the specified duration
        /// </summary>
        /// <returns>The achievement.</returns>
        /// <param name="achievement">Achievement.</param>
        public virtual IEnumerator DisplayAchievement(MMAchievement achievement)
        {
            if ((this.transform == null) || (AchievementDisplayPrefab == null))
            {
                yield break;
            }

            // we instantiate our achievement display prefab, and add it to the group that will automatically handle its position
            GameObject instance = (GameObject)Instantiate(AchievementDisplayPrefab.gameObject);

            instance.transform.SetParent(this.transform, false);

            // we get the achievement displayer
            MMAchievementDisplayItem achievementDisplay = instance.GetComponent <MMAchievementDisplayItem> ();

            if (achievementDisplay == null)
            {
                yield break;
            }

            // we fill our achievement
            achievementDisplay.Title.text       = achievement.Title;
            achievementDisplay.Description.text = achievement.Description;
            achievementDisplay.Icon.sprite      = achievement.UnlockedImage;
            if (achievement.AchievementType == AchievementTypes.Progress)
            {
                achievementDisplay.ProgressBarDisplay.gameObject.SetActive(true);
            }
            else
            {
                achievementDisplay.ProgressBarDisplay.gameObject.SetActive(false);
            }

            // we play a sound if set
            if (achievement.UnlockedSound != null)
            {
                MMSfxEvent.Trigger(achievement.UnlockedSound);
            }

            // we fade it in and out
            CanvasGroup achievementCanvasGroup = instance.GetComponent <CanvasGroup> ();

            if (achievementCanvasGroup != null)
            {
                achievementCanvasGroup.alpha = 0;
                StartCoroutine(MMFade.FadeCanvasGroup(achievementCanvasGroup, AchievementFadeDuration, 1));
                yield return(_achievementFadeOutWFS);

                StartCoroutine(MMFade.FadeCanvasGroup(achievementCanvasGroup, AchievementFadeDuration, 0));
            }
        }
 /// <summary>
 /// Constructor
 /// </summary>
 /// <param name="newAchievement">New achievement.</param>
 public MMAchievementUnlockedEvent(MMAchievement newAchievement)
 {
     Achievement = newAchievement;
 }
 public static void Trigger(MMAchievement newAchievement)
 {
     e.Achievement = newAchievement;
     MMEventManager.TriggerEvent(e);
 }
		/// <summary>
		/// Constructor
		/// </summary>
		/// <param name="newAchievement">New achievement.</param>
		public MMAchievementChangedEvent(MMAchievement newAchievement)
		{
			Achievement = newAchievement;
        }