public void Init(GamesPanel _manager, MainMiniGame _MainMiniGame) { mainGameInfo = _MainMiniGame; panelManager = _manager; var icoPath = mainGameInfo.GetIconResourcePath(); //// @note: we get the minigame saved score, which should be the maximum score achieved //// @note: I'm leaving the average-based method commented if we want to return to that logic //var score = info.score; //var score = GenericHelper.GetAverage(TeacherAI.I.ScoreHelper.GetLatestScoresForMiniGame(info.data.Code, -1)); //if (score < 0.1f) { // // disabled // //GetComponent<Button>().interactable = false; // //GetComponent<Image>().color = Color.grey; //} Icon.sprite = Resources.Load <Sprite>(icoPath); isLocked = true; foreach (var gameVariation in mainGameInfo.variations) { if (gameVariation.unlocked) { isLocked = false; } //Debug.Log("gameVariation() main game " + mainGameInfo.MainId + " / " + gameVariation.data.Code + "(" + isLocked + ")"); } LockIcon.enabled = isLocked; }
public void Select(MainMiniGame gameInfo = null) { if (gameInfo != null) { isSelected = (gameInfo.MainId == mainGameInfo.MainId); } else { isSelected = false; } hightlight(isSelected); }
public void DetailMainMiniGame(MainMiniGame selectedMainMiniGame) { emptyContainer(VariationsContainer); if (selectedMainMiniGame == null) { return; } //Debug.Log("DetailMainMiniGame(): " + selectedMainMiniGame.MainId); foreach (var gameVariation in selectedMainMiniGame.variations) { btnGO = Instantiate(MiniGameItemPrefab); btnGO.transform.SetParent(VariationsContainer.transform, false); btnGO.GetComponent <ItemMiniGame>().Init(this, gameVariation); } ElementsContainer.BroadcastMessage("Select", selectedMainMiniGame, SendMessageOptions.DontRequireReceiver); DetailMiniGame(selectedMainMiniGame.variations[0]); }
public void DetailMiniGame(MainMiniGame mainMiniGameInfo) { panelManager.DetailMainMiniGame(mainMiniGameInfo); }