void FillList() { foreach (var level in LevelList) { GameObject newbutton = Instantiate(button) as GameObject; LevelButtonNew levelButtonNew = newbutton.GetComponent <LevelButtonNew>(); levelButtonNew.LevelText.text = level.LevelText; if (PlayerPrefs.GetInt("Level" + levelButtonNew.LevelText.text) == 1) { level.Unlocked = 1; level.IsInteractable = true; } if (level.Unlocked == 0) { levelButtonNew.Locked.SetActive(true); } else { levelButtonNew.Locked.SetActive(false); } levelButtonNew.unlocked = level.Unlocked; levelButtonNew.GetComponent <Button>().interactable = level.IsInteractable; levelButtonNew.GetComponent <Button>().onClick.AddListener(() => loadLevels("Level" + levelButtonNew.LevelText.text)); if (PlayerPrefs.GetInt("Level" + levelButtonNew.LevelText.text + "_points") > (15 + (int.Parse(levelButtonNew.LevelText.text) * 200f))) { levelButtonNew.Star1.SetActive(true); levelButtonNew.Star2.SetActive(false); levelButtonNew.Star3.SetActive(false); } if (PlayerPrefs.GetInt("Level" + levelButtonNew.LevelText.text + "_points") > (1000 + (int.Parse(levelButtonNew.LevelText.text) * 200f))) { levelButtonNew.Star1.SetActive(false); levelButtonNew.Star2.SetActive(true); levelButtonNew.Star3.SetActive(false); } if (PlayerPrefs.GetInt("Level" + levelButtonNew.LevelText.text + "_points") > (2000 + (int.Parse(levelButtonNew.LevelText.text) * 200f))) { levelButtonNew.Star1.SetActive(false); levelButtonNew.Star2.SetActive(false); levelButtonNew.Star3.SetActive(true); } newbutton.transform.SetParent(Spacer, false); } SaveAll(); }
void FillList() { foreach (var level in LevelList) { //instantiate level buttons GameObject newButton = Instantiate(button) as GameObject; LevelButtonNew buttonScript = newButton.GetComponent <LevelButtonNew>(); buttonScript.buttonText.text = level.levelText; if (PlayerPrefs.GetInt("Level Complete") >= level.unlocked) { level.isInteractable = true; } //If Level complete is high enough, button will be interactable buttonScript.unlock = level.unlocked; buttonScript.GetComponent <Button> ().interactable = level.isInteractable; buttonScript.GetComponent <Button>().onClick.AddListener(() => SceneManager.LoadScene("Level" + level.levelText)); //Stars earned on each level will be yellow if (PlayerPrefs.GetInt("Level" + level.levelText + "stars") >= 1) { buttonScript.star1.SetActive(true); } if (PlayerPrefs.GetInt("Level" + level.levelText + "stars") >= 2) { buttonScript.star2.SetActive(true); } if (PlayerPrefs.GetInt("Level" + level.levelText + "stars") >= 3) { buttonScript.star3.SetActive(true); } newButton.transform.SetParent(spacer, false); } SaveAll(); }
void FillList() { foreach (var level in LevelList) { GameObject newButton = Instantiate(levelButton) as GameObject; LevelButtonNew button = newButton.GetComponent <LevelButtonNew>(); button.LevelText.text = level.LevelText; // If the the level is unlocked then load it if (PlayerPrefs.GetInt("level" + button.LevelText.text) == 1) { level.UnLocked = 1; level.isInteractable = true; } button.unlocked = level.UnLocked; button.GetComponent <Button>().interactable = level.isInteractable; button.GetComponent <Button>().onClick.AddListener(() => loadLevels("level" + button.LevelText.text)); newButton.transform.SetParent(Spacer, false); } SaveAll(); }
void FillList() { foreach (var level in LevelList) // This sets the information in the level buttons that are generated, is lined to LevelButtonNew script { GameObject newbutton = Instantiate(levelButton) as GameObject; LevelButtonNew button = newbutton.GetComponent <LevelButtonNew> (); button.LevelText.text = level.LevelText; if (PlayerPrefs.GetInt("Level" + button.LevelText.text) == 1) //this if statement unlocked the first level when a player opens the game for the first time { level.UnLocked = 1; level.IsInteractable = true; } button.unlocked = level.UnLocked; button.GetComponent <Button> ().interactable = level.IsInteractable; button.GetComponent <Button> ().onClick.AddListener(() => loadLevels("Level" + button.LevelText.text)); //loads a level based on the name that the scene has been saved as if (PlayerPrefs.GetInt("Level" + button.LevelText.text + "_score") > 0) { button.star1.SetActive(true); } if (PlayerPrefs.GetInt("Level" + button.LevelText.text + "_score") > 5000) { button.star2.SetActive(true); } if (PlayerPrefs.GetInt("Level" + button.LevelText.text + "_score") > 9999) { button.star3.SetActive(true); } newbutton.transform.SetParent(Spacer, false); } SaveAll(); }
void FillList() { foreach (var level in LevelList) { GameObject newbutton = Instantiate(levelButton) as GameObject; LevelButtonNew button = newbutton.GetComponent <LevelButtonNew>(); button.LevelText.text = level.LevelText; //Level1, Level2, Level3, Level4, if (PlayerPrefs.GetInt("Level" + button.LevelText.text) == 1) { level.UnLocked = 1; level.IsInteractable = true; } button.unlocked = level.UnLocked; button.GetComponent <Button>().interactable = level.IsInteractable; button.GetComponent <Button>().onClick.AddListener(() => loadLevels("Level" + button.LevelText.text)); if (PlayerPrefs.GetInt("Level" + button.LevelText.text + "_score") > 0) { button.Star1.SetActive(true); } if (PlayerPrefs.GetInt("Level" + button.LevelText.text + "_score") >= 30) { button.Star2.SetActive(true); } if (PlayerPrefs.GetInt("Level" + button.LevelText.text + "_score") >= 50) { button.Star3.SetActive(true); } newbutton.transform.SetParent(Spacer); } SaveAll(); }