void DoGUI() { if (info != null) { currentText = (menuNavigation.buttons[menuNavigation.currentSelection].name).ToString() + "\n" + "Best Score: " + levelManager.getBestScore(menuNavigation.buttons[menuNavigation.currentSelection].name).ToString(); if (levelManager.getIsUnlocked(menuNavigation.buttons[menuNavigation.currentSelection].name) == 0) { currentText = currentText + "\nLOCKED"; } info.text = currentText; } }
void Update() { // check to see if we're not still pressing select so we don't immediately select something if (!Input.GetButton("Select")) { canSelect = true; } if (GetComponent <MenuNavigation>().isActive) { if (Input.GetButtonDown("Select") && canSelect) { select.Play(); switch (GetComponent <MenuNavigation>().currentSelection) { case 10: Debug.Log("level 11"); if (levelManager.getIsUnlocked("Level 11") == 1) { SceneManager.LoadScene(11); } else { Debug.Log("level locked"); } break; case 9: Debug.Log("level 10"); if (levelManager.getIsUnlocked("Level 10") == 1) { SceneManager.LoadScene(10); } else { Debug.Log("level locked"); } break; case 8: Debug.Log("level 9"); if (levelManager.getIsUnlocked("Level 9") == 1) { SceneManager.LoadScene(9); } else { Debug.Log("level locked"); } break; case 7: Debug.Log("level 8"); if (levelManager.getIsUnlocked("Level 8") == 1) { SceneManager.LoadScene(8); } else { Debug.Log("level locked"); } break; case 6: Debug.Log("level 7"); if (levelManager.getIsUnlocked("Level 7") == 1) { SceneManager.LoadScene(7); } else { Debug.Log("level locked"); } break; case 5: Debug.Log("level 6"); if (levelManager.getIsUnlocked("Level 6") == 1) { SceneManager.LoadScene(6); } else { Debug.Log("level locked"); } break; case 4: Debug.Log("level 5"); if (levelManager.getIsUnlocked("Level 5") == 1) { SceneManager.LoadScene(5); } else { Debug.Log("level locked"); } break; case 3: Debug.Log("level 4"); if (levelManager.getIsUnlocked("Level 4") == 1) { SceneManager.LoadScene(4); } else { Debug.Log("level locked"); } break; case 2: Debug.Log("level 3"); if (levelManager.getIsUnlocked("Level 3") == 1) { SceneManager.LoadScene(3); } else { Debug.Log("level locked"); } break; case 1: Debug.Log("level 2"); if (levelManager.getIsUnlocked("Level 2") == 1) { SceneManager.LoadScene(2); } else { Debug.Log("level locked"); } break; case 0: Debug.Log("level 1"); if (levelManager.getIsUnlocked("Level 1") == 1) { SceneManager.LoadScene(1); } else { Debug.Log("level locked"); } break; } } } else { canSelect = false; } }