/// <summary> /// Function that is used to display resolution UI information. /// </summary> void UpdateResUI(ResolutionScreenType type, int score) { var highscore = PlayerPrefs.GetInt(GameUtility.SavePrefKey); switch (type) { case ResolutionScreenType.Correct: uIElements.ResolutionBG.color = parameters.CorrectBGColor; uIElements.ResolutionStateInfoText.text = "CORRECT!"; uIElements.ResolutionScoreText.text = "+" + score; break; case ResolutionScreenType.Incorrect: uIElements.ResolutionBG.color = parameters.IncorrectBGColor; uIElements.ResolutionStateInfoText.text = "WRONG!"; uIElements.ResolutionScoreText.text = "-" + score; break; case ResolutionScreenType.Finish: uIElements.ResolutionBG.color = parameters.FinalBGColor; uIElements.ResolutionStateInfoText.text = "FINAL SCORE"; StartCoroutine(CalculateScore()); uIElements.FinishUIElements.gameObject.SetActive(true); uIElements.HighScoreText.gameObject.SetActive(true); uIElements.HighScoreText.text = ((highscore > events.StartupHighscore) ? "<color=yellow>new </color>" : string.Empty) + "Highscore: " + highscore; break; } }
void UpdateResolutionUI(ResolutionScreenType type, int score) { var highScore = PlayerPrefs.GetInt(GameUtility.SavePrefKey); switch (type) { case ResolutionScreenType.Correct: uiElements.ResolutionBackground.color = parameters.CorrectBgColor; uiElements.ResolutionStateInfoText.text = "Correct!"; uiElements.ResolutionScoreText.text = "+" + score; break; case ResolutionScreenType.Incorrect: uiElements.ResolutionBackground.color = parameters.IncorrectBgColor; uiElements.ResolutionStateInfoText.text = "Wrong!"; uiElements.ResolutionScoreText.text = "-" + score; break; case ResolutionScreenType.Finish: uiElements.ResolutionBackground.color = parameters.FinalBgColor; uiElements.ResolutionStateInfoText.text = "Final Score!"; StartCoroutine(CalculateScore()); uiElements.FinishedUIElements.gameObject.SetActive(true); uiElements.HighScoreText.gameObject.SetActive(true); // Display high score uiElements.HighScoreText.text = (highScore > events.StartupHighScore ? "<color=yellow>new </color>" : string.Empty) + "Highscore " + highScore; break; } }
/// <summary> /// Function that is used to display resolution UI information. /// </summary> /// /// /// Rename the variable "score" to something more appropriate private void UpdateResUI(ResolutionScreenType type, string interventionText, int score) { var highscore = PlayerPrefs.GetInt(GameUtility.SavePrefKey); switch (type) { case ResolutionScreenType.Correct: uIElements.ResolutionBG.GetComponent <Image>().sprite = parameters.CorrectBGColor; uIElements.ResolutionStateInfoText.text = interventionText; uIElements.ResolutionScoreText.text = $"+{score}"; break; case ResolutionScreenType.Incorrect: uIElements.ResolutionBG.GetComponent <Image>().sprite = parameters.IncorrectBGColor; uIElements.ResolutionStateInfoText.text = interventionText; uIElements.ResolutionScoreText.text = $"-{score}"; break; case ResolutionScreenType.Finish: uIElements.ResolutionBG.color = parameters.FinalBGColor; uIElements.ResolutionStateInfoText.text = "FINAL SCORE"; StartCoroutine(CalculateScore()); uIElements.FinishUIElements.gameObject.SetActive(true); uIElements.HighScoreText.gameObject.SetActive(true); uIElements.HighScoreText.text = ((highscore > events.StartupHighscore) ? "<color=yellow>new </color>" : string.Empty) + "Highscore: " + highscore; break; } }
void DisplayResolution(ResolutionScreenType type, int score) { UpdateResUI(type, score); uIElements.ResolutionScreenAnimator.SetInteger(resStateParaHash, 2); uIElements.MainCanvasGroup.blocksRaycasts = false; if (type != ResolutionScreenType.Finish) { if (IE_DisplayTimedResolution != null) { StopCoroutine(IE_DisplayTimedResolution); } IE_DisplayTimedResolution = DisplayTimedResolution(); StartCoroutine(IE_DisplayTimedResolution); } }
void DisplayResolution(ResolutionScreenType type, int score) { UpdateResUI(type, score); uIElements.ResScreenAnimator.SetInteger(resStateParameter, 2); //display popup animation uIElements.MainCanvas.blocksRaycasts = false; //recieve no imputs while animation is playing if (type != ResolutionScreenType.Finish) { if (IE_DisplayTimeResolution != null) { StopCoroutine(IE_DisplayTimeResolution); } IE_DisplayTimeResolution = DisplayTimeRes(); StartCoroutine(IE_DisplayTimeResolution); } }
void UpdateResUI(ResolutionScreenType type, int score) { //var highscore = PlayerPrefs.GetInt(GameUtility.SavePrefKey); switch (type) { case ResolutionScreenType.Correct: uIElements.ResolutionBG.color = parameters.CorrectBGColor; uIElements.ResolutionStateInfoText.text = "CORRECT!"; uIElements.ResolutionScoreText.text = "Monster -" + score + " HP"; break; case ResolutionScreenType.Incorrect: uIElements.ResolutionBG.color = parameters.IncorrectBGColor; uIElements.ResolutionStateInfoText.text = "WRONG!"; uIElements.ResolutionScoreText.text = "You -" + score + " HP"; break; case ResolutionScreenType.Finish: uIElements.ResolutionBG.color = parameters.FinalBGColor; uIElements.ResolutionStateInfoText.text = ""; if (events.npc_HP <= 0) { if (events.mode == "battle") { uIElements.WinUIElements.gameObject.SetActive(true); } else { uIElements.WinBattleUIElements.gameObject.SetActive(true); } events.status = "succeeded"; } else { uIElements.LoseUIElements.gameObject.SetActive(true); events.status = "failed"; } uIElements.FinishUIElements.gameObject.SetActive(true); StartCoroutine(SaveDataAfter()); break; } }
/// <summary> /// Function that is used to display resolution UI information. /// </summary> void UpdateResUI(ResolutionScreenType type, int score) { var highscore = PlayerPrefs.GetInt(GameUtility.SavePrefKey); switch (type) { case ResolutionScreenType.Correct: uIElements.ResolutionBG.color = parameters.CorrectBGColor; uIElements.ResolutionStateInfoText.text = "Хорошо!"; uIElements.ResolutionScoreText.text = "+" + score; break; case ResolutionScreenType.Incorrect: uIElements.ResolutionBG.color = parameters.IncorrectBGColor; uIElements.ResolutionStateInfoText.text = "Плохо!"; uIElements.ResolutionScoreText.text = "-" + score; break; case ResolutionScreenType.Finish: //uIElements.ResolutionBG.color = parameters.FinalBGColor; if (check == false) { finalBG.SetActive(true); check = true; } else { finalBG.SetActive(true); check = false; } uIElements.ResultSrore.text = "Итог: " + events.CurrentFinalScore; uIElements.ResolutionStateInfoText.GetComponent <Text>().resizeTextForBestFit = false; uIElements.ResolutionStateInfoText.text = "Оценка: "; StartCoroutine(CalculateScore()); uIElements.FinishUIElements.gameObject.SetActive(true); uIElements.HighScoreText.text = ((highscore > events.StartupHighscore) ? "<color=yellow>new </color>" : string.Empty) + "Рекорд: " + highscore; break; } }
void UpdateResUI(ResolutionScreenType type, int score) { switch (type) { case ResolutionScreenType.Correct: uIElements.ResolutionBG.color = parameters.CorrectBGColor; uIElements.ResolutionStateInfoText.text = "CORRECT!"; uIElements.ResolutionScoreText.text = "+" + score; break; case ResolutionScreenType.Incorrect: uIElements.ResolutionBG.color = parameters.IncorrectBGColor; uIElements.ResolutionStateInfoText.text = "WRONG!"; uIElements.ResolutionScoreText.text = "-" + score; break; case ResolutionScreenType.Finish: var highscore = PlayerPrefs.GetInt(GameUtility.SavePrefKey); uIElements.ResolutionBG.color = parameters.FinalBGColor; uIElements.ResolutionStateInfoText.text = "FINAL SCORE"; StartCoroutine(CalculateScore()); uIElements.FinishUIElements.gameObject.SetActive(true); uIElements.HighScoreText.gameObject.SetActive(true); //Display highscore uIElements.HighScoreText.text = ((highscore > events.StartUpHighScore) ? "<color=yellow>new</color>" : string.Empty) + " Highscore: " + highscore; //upisivanje scora u bazu // var obj = GameObject.Find("/FormScene/Canvas/Panel/Login"); //usernameid = obj.GetComponent(); StartCoroutine(AddScore(userid.ToString(), score.ToString())); break; } }
/// <summary> /// Function that is used to display resolution UI information. /// </summary> void UpdateResUI(ResolutionScreenType type, int score) { var highscore = PlayerPrefs.GetInt(GameUtility.SavePrefKey); var happ = webcam.staticMood["happiness"]; var sad = webcam.staticMood["sadness"]; var glasses = webcam.staticMood["glasses"]; var gender = webcam.staticMood["gender"]; var age = webcam.staticMood["age"]; var surp = webcam.staticMood["surprise"]; switch (type) { case ResolutionScreenType.Correct: uIElements.ResolutionBG.color = parameters.CorrectBGColor; if (gender == 1) { if (age < 15) { uIElements.ResolutionStateInfoText.text = "Good job BOY"; } else if (age > 15 && happ > 0.5) { uIElements.ResolutionStateInfoText.text = "Good job MAN!"; } else { uIElements.ResolutionStateInfoText.text = "Good job MAN!"; } } if (gender == 0) { uIElements.ResolutionStateInfoText.text = "Good job GIRL!"; } uIElements.ResolutionScoreText.text = "+" + score; break; case ResolutionScreenType.Incorrect: uIElements.ResolutionBG.color = parameters.IncorrectBGColor; uIElements.ResolutionBG.color = parameters.CorrectBGColor; if (gender == 1) { if (age < 15) { uIElements.ResolutionStateInfoText.text = "Try again BOY"; } else if (age > 15 && happ > 0.5) { uIElements.ResolutionStateInfoText.text = "Why you laugh MAN ? WRONG!"; } else if (sad > 0.5) { uIElements.ResolutionStateInfoText.text = "WRONG! But dont be SAD MAN"; } else if (glasses == 1) { uIElements.ResolutionStateInfoText.text = "Clean your glasses MAN. WRONG!"; } else if (surp > 0.2) { uIElements.ResolutionStateInfoText.text = "Wrong! Why so surprised MAN?"; } else { uIElements.ResolutionStateInfoText.text = "Try again MAN!"; } } if (gender == 0) { if (age < 15) { uIElements.ResolutionStateInfoText.text = "Try again GIRL"; } else if (age > 15 && happ > 0.5) { uIElements.ResolutionStateInfoText.text = "Why you laugh GIRL ? WRONG!"; } else if (sad > 0.5) { uIElements.ResolutionStateInfoText.text = "WRONG! But dont be SAD GIRL"; } else if (glasses == 1) { uIElements.ResolutionStateInfoText.text = "Clean your glasses GIRL. WRONG!"; } else if (surp > 0.2) { uIElements.ResolutionStateInfoText.text = "Wrong! Why so surprised GIRL?"; } else { uIElements.ResolutionStateInfoText.text = "Try again GIRL!"; } } uIElements.ResolutionScoreText.text = "-" + score; break; case ResolutionScreenType.Finish: uIElements.ResolutionBG.color = parameters.FinalBGColor; uIElements.ResolutionStateInfoText.text = "FINAL SCORE"; StartCoroutine(CalculateScore()); uIElements.FinishUIElements.gameObject.SetActive(true); uIElements.HighScoreText.gameObject.SetActive(true); uIElements.HighScoreText.text = ((highscore > events.StartupHighscore) ? "<color=yellow>new </color>" : string.Empty) + "Highscore: " + highscore; break; } }
void UpdateResUI(ResolutionScreenType type, int score) { var highscore = PlayerPrefs.GetInt(GameUtillity.SavePrefKey + events.isLevel.ToString()); switch (type) { case ResolutionScreenType.Correct: uIElements.ResolutionBG.color = parameters.CorrectBGColor; uIElements.ResolutionStateInfoText.text = "Correct!"; uIElements.ResolutionScoreText.text = "+" + score; break; case ResolutionScreenType.Incorrect: uIElements.ResolutionBG.color = parameters.IncorrectBGColor; uIElements.ResolutionStateInfoText.text = "Wrong!"; uIElements.ResolutionScoreText.text = "-" + score; break; case ResolutionScreenType.Finish: uIElements.ResolutionBG.color = parameters.FinalBGColor; uIElements.ResolutionStateInfoText.text = "Final Score"; uIElements.ResolutionScoreText.text = highscore.ToString(); StartCoroutine(CalculateScore()); uIElements.FinishBg.gameObject.SetActive(true); uIElements.FinishUIElements.gameObject.SetActive(true); uIElements.HighScoreText.gameObject.SetActive(true); uIElements.HighScoreText.text = ((highscore > events.StartupHighscore) ? "<color=yellow>New </color>" + "Best: " + highscore : "Best: " + highscore); if (highscore > events.StartupHighscore) { PlayerPrefs.SetInt(GameUtillity.SavePrefKey + events.isLevel.ToString(), highscore); } var scorePreStar = events.currentLevelMaxScore / 3; var isLevelAllStartCompleted = PlayerPrefs.GetInt(GameUtillity.SavePrefKey + events.isLevel.ToString() + "_State"); var currentResult = 0; if (events.CurrentFinalScore == events.currentLevelMaxScore) { currentResult = 3; } else { if (events.CurrentFinalScore <= scorePreStar * 2 && events.CurrentFinalScore > scorePreStar) { currentResult = 2; } else { if (events.CurrentFinalScore <= scorePreStar) { currentResult = 1; } } } for (int i = 0; i < currentResult; i++) { uIElements.FinishStarGroup[i].sprite = uIElements.FinishStarActive; } if (isLevelAllStartCompleted != 3) { if (highscore == events.currentLevelMaxScore) { PlayerPrefs.SetInt(GameUtillity.SavePrefKey + events.isLevel.ToString() + "_State", 3); Debug.Log(uIElements.FinishStarGroup.Length); if (events.isLevel >= PlayerPrefs.GetInt("LevelState")) { PlayerPrefs.SetInt("LevelState", events.isLevel + 1); } } else { if (highscore <= scorePreStar * 2 && highscore > scorePreStar) { PlayerPrefs.SetInt(GameUtillity.SavePrefKey + events.isLevel.ToString() + "_State", 2); for (int i = 0; i < (uIElements.FinishStarGroup.Length - 1); i++) { uIElements.FinishStarGroup[i].sprite = uIElements.FinishStarActive; } if (events.isLevel >= PlayerPrefs.GetInt("LevelState")) { PlayerPrefs.SetInt("LevelState", events.isLevel + 1); } } else { if (highscore <= scorePreStar && isLevelAllStartCompleted != 2) { PlayerPrefs.SetInt(GameUtillity.SavePrefKey + events.isLevel.ToString() + "_State", 1); for (int i = 0; i < (uIElements.FinishStarGroup.Length - 2); i++) { uIElements.FinishStarGroup[i].sprite = uIElements.FinishStarActive; } } } } } uIElements.FinishLevelTitle.text = "Level " + events.isLevel.ToString(); events.StartupHighscore = PlayerPrefs.GetInt(GameUtillity.SavePrefKey + events.isLevel.ToString()); gameManager.FinishedQuestions = new List <int>(); //events.updateQuestionAnswer = null; break; } }