示例#1
0
        private void CreateProgress()
        {
            // generate fake data // FIT IT TODO REMOVE FROM THIS
            int userRating = UnityEngine.Random.Range(0, 2000);

            RatingStageData[] ratingStageDatas = new RatingStageData[10];
            for (int i = 0; i < ratingStageDatas.Length; i++)
            {
                ratingStageDatas[i] = new RatingStageData(i);
            }

            // show view all about data above
            for (int i = 0; i < ratingStageDatas.Length; i++)
            {
                var   stageData = ratingStageDatas[i];
                float xPos      = (i + 1) * 300f;

                var newStageScore = Instantiate <RatingStageScoreView>(stageScorePrefab, stageScorePrefab.transform.parent);
                newStageScore.Setup(stageData);
                newStageScore.gameObject.SetActive(true);
                newStageScore.transform.localPosition = new Vector3(xPos, 0, 0);

                clearList.Add(newStageScore.gameObject);

                var newPrize = Instantiate <RatingPrizeInfoView>(prizeViewPrefab, prizeViewPrefab.transform.parent);
                newPrize.Setup(stageData);
                newPrize.gameObject.SetActive(true);
                Vector3 pos = prizeViewPrefab.transform.localPosition;
                pos.x = xPos;
                newPrize.transform.localPosition = pos;

                clearList.Add(newPrize.gameObject);
            }

            float   lineLength           = ratingStageDatas.Length * 300;
            float   xK                   = lineLength / ( float )ratingStageDatas[ratingStageDatas.Length - 1].Score;
            Vector2 progressBackLineSize = progressLineBack.sizeDelta;

            progressBackLineSize.x     = lineLength + 300 * 2;
            progressLineBack.sizeDelta = progressBackLineSize;

            Vector2 progressLineSize = progressLine.sizeDelta;

            progressLineSize.x     = userRating * xK;
            progressLine.sizeDelta = progressLineSize;

            curRatingUser.text = userRating.ToString();

            ratingScalaRoot.GetComponent <RectTransform>().sizeDelta = new Vector2(lineLength, 100);

            float ratingProgressK = userRating * xK / lineLength;

            ratingScrollRect.horizontalNormalizedPosition = ratingProgressK;
        }
示例#2
0
        public void Setup(RatingStageData data)
        {
            coinsBlock.SetActive(data.PrizeType == RatingPrizeType.Coins);
            descBlock.SetActive(data.PrizeType != RatingPrizeType.Coins);

            coinsValue.text = data.PrizeCoins.ToString();

            prizeChest.SetActive(data.PrizeType == RatingPrizeType.Chest);
            prizeAbility.SetActive(data.PrizeType == RatingPrizeType.Ability);
            prizeCoins.SetActive(data.PrizeType == RatingPrizeType.Coins);

            prizeDesc.text = data.PrizeDesc;
        }
示例#3
0
 public void Setup(RatingStageData data)
 {
     score.text = data.Score.ToString();
 }