|
|
|
using System.Collections;
|
|
|
|
using System.Collections.Generic;
|
|
|
|
using D2D.Databases;
|
|
|
|
using UnityEngine;
|
|
|
|
using UnityEngine.SceneManagement;
|
|
|
|
using UnityEngine.UI;
|
|
|
|
|
|
|
|
public class CharacterSelectionUI : MonoBehaviour
|
|
|
|
{
|
|
|
|
[SerializeField] private List<GameObject> characters; // List of characters to display
|
|
|
|
[SerializeField] private Button leftButton; // Button to scroll left
|
|
|
|
[SerializeField] private Button rightButton; // Button to scroll right
|
|
|
|
[SerializeField] private Button nextButton; // Button to confirm and save the selection
|
|
|
|
[SerializeField] private GameProgressionDatabase GameProgressionDatabase;
|
|
|
|
private int currentIndex = 0; // Tracks the currently active character index
|
|
|
|
|
|
|
|
void Start()
|
|
|
|
{
|
|
|
|
// Initialize the buttons' onClick events
|
|
|
|
leftButton.onClick.AddListener(ScrollLeft);
|
|
|
|
rightButton.onClick.AddListener(ScrollRight);
|
|
|
|
nextButton.onClick.AddListener(SaveSelection);
|
|
|
|
|
|
|
|
// Show only the first character at the start
|
|
|
|
UpdateCharacterDisplay();
|
|
|
|
}
|
|
|
|
|
|
|
|
// Scroll to the left character
|
|
|
|
void ScrollLeft()
|
|
|
|
{
|
|
|
|
if (characters.Count == 0) return;
|
|
|
|
|
|
|
|
// Decrease the index and wrap around if necessary
|
|
|
|
currentIndex = (currentIndex - 1 + characters.Count) % characters.Count;
|
|
|
|
UpdateCharacterDisplay();
|
|
|
|
}
|
|
|
|
|
|
|
|
// Scroll to the right character
|
|
|
|
void ScrollRight()
|
|
|
|
{
|
|
|
|
if (characters.Count == 0) return;
|
|
|
|
|
|
|
|
// Increase the index and wrap around if necessary
|
|
|
|
currentIndex = (currentIndex + 1) % characters.Count;
|
|
|
|
UpdateCharacterDisplay();
|
|
|
|
}
|
|
|
|
|
|
|
|
// Saves the currently selected character index to PlayerPrefs
|
|
|
|
void SaveSelection()
|
|
|
|
{
|
|
|
|
PlayerPrefs.SetInt(Constants.PlayerSelectionKey, currentIndex);
|
|
|
|
PlayerPrefs.Save();
|
|
|
|
Debug.Log("Character " + currentIndex + " selected and saved.");
|
|
|
|
// GameProgressionDatabase.ResetLevelsPerSession();
|
|
|
|
// SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
// Updates which character is displayed based on the current index
|
|
|
|
void UpdateCharacterDisplay()
|
|
|
|
{
|
|
|
|
// Loop through each character and set it active or inactive
|
|
|
|
for (int i = 0; i < characters.Count; i++)
|
|
|
|
{
|
|
|
|
characters[i].SetActive(i == currentIndex);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|