Fixed level selection screen

nuruz-dev
nuruznaeem198 2 months ago
parent 2c4496e721
commit c7c9260634

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propertyPath: m_SizeDelta.x
value: 778.28
objectReference: {fileID: 0}
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propertyPath: m_AnchoredPosition.x
value: 0.00097656
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propertyPath: m_AnchoredPosition.y propertyPath: m_AnchoredPosition.y
value: 514 value: 514
@ -43235,9 +43359,33 @@ PrefabInstance:
propertyPath: m_AnchoredPosition.y propertyPath: m_AnchoredPosition.y
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objectReference: {fileID: 0} objectReference: {fileID: 0}
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value: 1
objectReference: {fileID: 0}
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propertyPath: m_AnchorMax.y
value: 1
objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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m_RemovedComponents: [] m_RemovedComponents: []
m_RemovedGameObjects: [] m_RemovedGameObjects: []
@ -43705,6 +43853,10 @@ PrefabInstance:
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value: 1 value: 1
objectReference: {fileID: 0} objectReference: {fileID: 0}
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value:
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propertyPath: cinemachineTargetGroup propertyPath: cinemachineTargetGroup
value: value:

@ -160,7 +160,7 @@ PrefabInstance:
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propertyPath: _meshRenderer propertyPath: _meshRenderer

@ -93,9 +93,8 @@ public class GameProgress : GameStateMachineUser
protected override void OnGameFinish() protected override void OnGameFinish()
{ {
isFinished = true; isFinished = true;
levelButtons[levelIndex].transform.GetChild(0).GetChild(1).gameObject.SetActive(true); //levelSelectionScreen.LevelCompleted(levelIndex);
levelButtons[levelIndex + 1].transform.GetChild(0).GetChild(2).gameObject.SetActive(false); levelSelectionScreen.UnlockLevel(levelIndex + 1);
levelButtons[levelIndex + 1].transform.GetChild(1).gameObject.SetActive(true);
Debug.Log("level completed"); Debug.Log("level completed");
} }

@ -26,9 +26,11 @@ public class LevelSelectionScreen : MonoBehaviour
public void UnlockLevel(int levelIndex) public void UnlockLevel(int levelIndex)
{ {
Debug.Log("in unlock function" + levelIndex);
levelButtonStatesList[levelIndex].Completed.SetActive(false); levelButtonStatesList[levelIndex].Completed.SetActive(false);
levelButtonStatesList[levelIndex].Unlocked.SetActive(true); levelButtonStatesList[levelIndex].Unlocked.SetActive(true);
levelButtonStatesList[levelIndex].Locked.SetActive(false); levelButtonStatesList[levelIndex].Locked.SetActive(false);
Debug.Log("done unlocking");
} }
public void LevelCompleted(int levelIndex) public void LevelCompleted(int levelIndex)

@ -14,5 +14,8 @@ MonoBehaviour:
m_EditorClassIdentifier: m_EditorClassIdentifier:
icon: {fileID: 21300000, guid: 6a41277c2c6b40b4eb50ae86c74b1d94, type: 3} icon: {fileID: 21300000, guid: 6a41277c2c6b40b4eb50ae86c74b1d94, type: 3}
upgradeText: ADD 2 upgradeText: ADD 2
memberPrefab: {fileID: 873183754724297478, guid: 559c40fc91d73514997bf2450e855e89, type: 3} memberPrefab:
- {fileID: 7491453008988252747, guid: 8da4dcbd91b5bd140b7b6b1eb50bbb29, type: 3}
- {fileID: 7491453008988252747, guid: f8c2aca7a5900184a820428aea2ddd24, type: 3}
- {fileID: 0}
silhouetteIcon: {fileID: 21300000, guid: 6a41277c2c6b40b4eb50ae86c74b1d94, type: 3} silhouetteIcon: {fileID: 21300000, guid: 6a41277c2c6b40b4eb50ae86c74b1d94, type: 3}

@ -10,6 +10,8 @@ using static D2D.Utilities.CommonGameplayFacade;
public class SquadComponent : GameStateMachineUser public class SquadComponent : GameStateMachineUser
{ {
[SerializeField] LevelSelectionScreen levelSelectionScreen;
[Header("Squad Settings")] [Header("Squad Settings")]
[SerializeField] private List<SquadMember> squadMembers; [SerializeField] private List<SquadMember> squadMembers;
[SerializeField] private float _speed = 5f; [SerializeField] private float _speed = 5f;
@ -28,7 +30,6 @@ public class SquadComponent : GameStateMachineUser
private float currentSpeed; private float currentSpeed;
public SquadMember LastSquadMember => squadMembers[squadMembers.Count - 1]; public SquadMember LastSquadMember => squadMembers[squadMembers.Count - 1];
public Vector3 SpawnPosition => squadMembers.Count > 0 ? squadMembers[squadMembers.Count - 1].transform.position - Vector3.back : _formation.transform.position; public Vector3 SpawnPosition => squadMembers.Count > 0 ? squadMembers[squadMembers.Count - 1].transform.position - Vector3.back : _formation.transform.position;
public float TemporaryFireRateIncrease => temporaryFireRateIncrease / 100; public float TemporaryFireRateIncrease => temporaryFireRateIncrease / 100;
@ -38,6 +39,7 @@ public class SquadComponent : GameStateMachineUser
private void Awake() private void Awake()
{ {
levelSelectionScreen = FindObjectOfType<LevelSelectionScreen>();
_squad = this; _squad = this;
_formation = FindObjectOfType<SquadFormation>().Get<FormationComponent>(); _formation = FindObjectOfType<SquadFormation>().Get<FormationComponent>();
@ -86,6 +88,8 @@ public class SquadComponent : GameStateMachineUser
{ {
member.SetDanceAnimation(member.animations.DanceAnimations.Random()); member.SetDanceAnimation(member.animations.DanceAnimations.Random());
} }
//levelSelectionScreen.LevelCompleted(0);
//levelSelectionScreen.UnlockLevel(0 + 1);
} }
#endregion #endregion

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