/Assets/Scripts/DungeonGameUpdate.cs
https://bitbucket.org/munhra/bossgame · C# · 142 lines · 119 code · 16 blank · 7 comment · 6 complexity · 4ac3eea89a07007811a49cacb030a8e8 MD5 · raw file
- using System.Collections.Generic;
- using UnityEngine;
- using UnityEngine.UI;
- public class DungeonGameUpdate : MonoBehaviour {
- public Button playGameButton;
- private List<Object> dungeonRoomArray;
- public GameObject smallLocked1;
- public GameObject smallLocked2;
- public GameObject smallLocked3;
- public GameObject largeLocked;
- public GameObject gaugeLVL1pts;
- public GameObject gaugeLVL2pts;
- public GameObject gaugeLVL3pts;
- public GameObject redGauge;
- public GameObject largeLevelValue;
- public GameObject level1GaugePointer;
- public GameObject level2GaugePointer;
- public GameObject level3GaugePointer;
- void Start ()
- {
- // TODO : Only move button after animations. or find a way to cancel the animations when button is pressed
- playGameButton.onClick.AddListener (playButtonOnClick);
- configureLargeLevelValue ("1");
- configureLockedIcons (0);
- configureLargeLock (true);
- configureGaugeTexts ("0", "19", "31");
- }
- void playButtonOnClick ()
- {
- DungeonGameManager dungeonGameManager = GameObject.Find ("GameManager").GetComponent<DungeonGameManager> ();
- if (dungeonGameManager.gameState == DungeonGameManager.GameState.GAME_MONSTER_UP) {
- dungeonGameManager.performGameResumeAfterMonsterUp ();
- playGameButton.transform.position = new Vector3 (-10.0f, playGameButton.transform.position.y, 0);
- }
- }
- public void setProgressIndicatorValuePosition (float level1Progress, float level2Progress)
- {
- gaugeLVL1pts.transform.position = new Vector2 (gaugeLVL1pts.transform.position.x, -3.45f + level1Progress * 6.8f);
- gaugeLVL2pts.transform.position = new Vector2 (gaugeLVL2pts.transform.position.x, -3.45f + level2Progress * 6.8f);
- }
- public void setProgressIndicators (float level1Progress, float level2Progress)
- {
- level1GaugePointer.transform.position = new Vector2 (level1GaugePointer.transform.position.x, -3.45f + level1Progress * 6.8f);
- level2GaugePointer.transform.position = new Vector2 (level2GaugePointer.transform.position.x, -3.45f + level2Progress * 6.8f);
- }
- public void setProgressGauge (float progress)
- {
- var iTweenSwordHash = iTween.Hash ("easetype", iTween.EaseType.easeOutExpo, "time", 1.6f, "y", -6.8f + progress * 6.8f);
- iTween.MoveTo (redGauge, iTweenSwordHash);
- showPlayButton ();
- }
- void showPlayButton()
- {
- //var iTweenRetroHash = iTween.Hash ("easetype", iTween.EaseType.easeInBounce, "time", 0.5f, "alpha", 1.00f);
- //iTween.FadeTo (playGameButton.gameObject, iTweenRetroHash);
- var iTweenLogoHash = iTween.Hash ("easetype", iTween.EaseType.easeOutBack, "time", 0.5f, "x", 0.20f);
- iTween.MoveTo (playGameButton.gameObject, iTweenLogoHash);
- }
- void configureLargeLevelValue (string value)
- {
- Text largeLevelValueText = largeLevelValue.GetComponentInChildren<Text> ();
- }
- public void configureGaugeTexts (string value1, string value2, string value3)
- {
- Text gaugeLVL1Text = gaugeLVL1pts.GetComponentInChildren<Text> ();
- Text gaugeLVL2Text = gaugeLVL2pts.GetComponentInChildren<Text> ();
- Text gaugeLVL3Text = gaugeLVL3pts.GetComponentInChildren<Text> ();
- gaugeLVL1Text.text = value1;
- gaugeLVL2Text.text = value2;
- gaugeLVL3Text.text = value3;
- }
- void configureLargeLock (bool open)
- {
- largeLocked.GetComponent<Renderer> ().enabled = !open;
- }
- public void configureLockedIcons (int numberToUnlock)
- {
- GameObject [] lockedIconArray = { smallLocked1, smallLocked2, smallLocked3 };
- for (int i = 0; i < numberToUnlock; i++) {
- lockedIconArray [i].GetComponent<Renderer> ().enabled = false;
- }
- }
- public void buildGameOverLargeCard (string dungeonName)
- {
- GameObject largeMonsterCard = GameObject.Find ("mockGameOverCardLarge");
- Destroy (largeMonsterCard);
- dungeonRoomArray = new List<Object> ();
- Object loadedDungeonRoom = Resources.Load<GameObject> (dungeonName);
- dungeonRoomArray.Add (loadedDungeonRoom);
- GameObject clone = Instantiate (dungeonRoomArray [0]) as GameObject;
- clone.tag = "dungeonCardLarge";
- clone.layer = 11;
- clone.transform.parent = this.transform;
- clone.transform.position = new Vector3 (0.83f, 19.6f, 0.0f);
- clone.transform.localScale = new Vector3 (2.5f, 2.5f, 0.0f);
- clone.GetComponent<SpriteRenderer> ().sortingLayerName = "GameOverCardsLayer";
- clone.name = "mockGameOverCardLarge";
- }
- /// <summary>
- /// This method loads the 3 sprites that will be offerd as monster upgrade, they will be show on the 3 spaces on top
- /// of this view
- /// </summary>
- public void buildGameOverUpgradeRoomCards (string [] prefabs)
- {
- for (int i = 0; i < 3; i++) {
- GameObject monsterCard = GameObject.Find ("mockGameOverCard_" + i);
- Destroy (monsterCard);
- }
- dungeonRoomArray = new List<Object> ();
- for (int i = 0; i < 3; i++) {
- Object loadedDungeonRoom = Resources.Load<GameObject> (prefabs [i]);
- dungeonRoomArray.Add (loadedDungeonRoom);
- }
- float [] multiplierSelect = { -3.10f, 0, 3.10f };
- for (int j = 0; j < 3; j++) {
- GameObject clone;
- clone = Instantiate (dungeonRoomArray [j]) as GameObject;
- clone.tag = "dungeonGameOver";
- clone.layer = 11;
- clone.transform.parent = this.transform;
- clone.transform.position = new Vector3 (multiplierSelect [j], 24.70f, 0.0f);
- clone.GetComponent<SpriteRenderer> ().sortingLayerName = "GameOverCardsLayer";
- clone.name = "mockGameOverCard_" + j;
- }
- }
- }