Fixed level selection screen

nuruz-dev
nuruznaeem198 4 weeks ago
parent 2c4496e721
commit c7c9260634

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

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

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

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