示例#1
0
    public float CheckDemoInfo(float y1, bool isCustom, float chapterWidth, RectTransform container)
    {
        if (!isCustom && menuManager.GetIsDemo() && !ProgressManager.CheckChapterLocked(4))
        {
            Debug.Log(TAG + "showing demo info");
            GameObject g = Instantiate(demoInfo);
            g.transform.SetParent(container.transform);
            RectTransform r = g.GetComponent <RectTransform>();

            float x1, x2, y2;
            float chapterHeight = r.rect.height;

            x1  = 0;
            y1 -= chapterHeight;
            x2  = x1 + chapterWidth;
            y2  = y1 + chapterHeight;


            r.offsetMin = new Vector2(x1, y1);
            r.offsetMax = new Vector2(x2, y2);


            return(y1);
        }
        Debug.Log(TAG + "don't need to show the info for demo");
        return(y1);
    }
示例#2
0
文件: Chapter.cs 项目: Penjat/Colorgy
    public float SetUp(float width, Level[] levels, int folderNum, MenuManager menuManager, bool isCustom)
    {
        Debug.Log(TAG + "setting up.");

        Debug.Log(TAG + "create the level buts");
        float topPadding = 100.0f;
        float x1, x2, y1, y2;
        float levelWidth, levelHeight;
        float padR, padL, padT, padB;

        padL = 10.0f;
        padT = 10.0f;

        levelWidth  = 50.0f;
        levelHeight = 50.0f;

        x1 = 0.0f + padL;
        y1 = -levelHeight - padT;
        x2 = x1 + levelWidth;
        y2 = y1 + levelHeight;
        RectTransform levelConRec = levelCon.GetComponent <RectTransform>();

        levelConRec.offsetMin = new Vector2(0, -500);
        levelConRec.offsetMax = new Vector2(width, -topPadding);

        if (!isCustom && ProgressManager.CheckChapterLocked(folderNum))
        {
            gameObject.SetActive(false);
            return(0);
        }


        bool didIncrease = false;        //is used to tell if we did increase y1 just before the loop finishes


        for (int i = 0; i < levels.Length; i++)
        {
            didIncrease = false;
            GameObject g = Instantiate(levelButPrefab);
            g.transform.SetParent(levelCon.transform);
            RectTransform r = g.GetComponent <RectTransform>();

            r.offsetMin = new Vector2(x1, y1);
            r.offsetMax = new Vector2(x2, y2);



            x1 += levelWidth + padL;
            //y1 = - levelHeight;

            if (x2 > levelConRec.rect.width)
            {
                x1          = 0.0f + padL;
                y1         -= levelHeight + padT;
                didIncrease = true;
            }
            x2 = x1 + levelWidth;
            y2 = y1 + levelHeight;

            LevelRefButton levelRef = g.GetComponent <LevelRefButton>();

            levelRef.SetUp(folderNum, i, menuManager, isCustom);

            //check whether this is the current
            menuManager.CheckLevelCur(levelRef);

            //check if this is the furthest unlocked level
            if (!isCustom)
            {
                ProgressManager.CheckLocked(levelRef);
            }
        }


        if (didIncrease)
        {
            return(y1 - topPadding);
        }
        return(y1 - levelHeight + padT - topPadding);
    }