|
|
|
|
/*
|
|
|
|
|
http://www.cgsoso.com/forum-211-1.html
|
|
|
|
|
|
|
|
|
|
CG搜搜 Unity3d 每日Unity3d插件免费更新 更有VIP资源!
|
|
|
|
|
|
|
|
|
|
CGSOSO 主打游戏开发,影视设计等CG资源素材。
|
|
|
|
|
|
|
|
|
|
插件如若商用,请务必官网购买!
|
|
|
|
|
|
|
|
|
|
daily assets update for try.
|
|
|
|
|
|
|
|
|
|
U should buy the asset from home store if u use it in your project!
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
using MS;
|
|
|
|
|
using System;
|
|
|
|
|
using System.Collections;
|
|
|
|
|
using System.Collections.Generic;
|
|
|
|
|
using TMPro;
|
|
|
|
|
using UnityEngine;
|
|
|
|
|
using UnityEngine.UI;
|
|
|
|
|
|
|
|
|
|
public class GamePlayManager : MonoBehaviour
|
|
|
|
|
{
|
|
|
|
|
public Slider slider,hintslider;
|
|
|
|
|
public List<Cell> _cellPrefab;
|
|
|
|
|
|
|
|
|
|
public Popup menuPopup;
|
|
|
|
|
|
|
|
|
|
[Header("GameOver Setting")]
|
|
|
|
|
public Popup gameOverPopup;
|
|
|
|
|
public Popup rankedUpPopup;
|
|
|
|
|
|
|
|
|
|
public TMP_Text starLevel;
|
|
|
|
|
public TMP_Text nextStarLevel;
|
|
|
|
|
public TMP_Text LevelCompleteText;
|
|
|
|
|
public TMP_Text RankedUpText;
|
|
|
|
|
|
|
|
|
|
public ParticleSystem confettiParticle;
|
|
|
|
|
public Button nextBtn;
|
|
|
|
|
|
|
|
|
|
public Button closeBtn;
|
|
|
|
|
|
|
|
|
|
public Image fillBar;
|
|
|
|
|
|
|
|
|
|
// public ParticleSystem goParticle;
|
|
|
|
|
|
|
|
|
|
[Header("Layout Setting")]
|
|
|
|
|
public RectTransform _levelContainer;
|
|
|
|
|
|
|
|
|
|
public float _space;
|
|
|
|
|
|
|
|
|
|
public LevelGroup[] levelGroups;
|
|
|
|
|
|
|
|
|
|
public static GamePlayManager instance;
|
|
|
|
|
public GameScene boolcheck;
|
|
|
|
|
|
|
|
|
|
[HideInInspector]
|
|
|
|
|
public List<Cell> allCellList;
|
|
|
|
|
|
|
|
|
|
[HideInInspector]
|
|
|
|
|
public List<Cell> startCellList;
|
|
|
|
|
|
|
|
|
|
[HideInInspector]
|
|
|
|
|
public List<Cell> midCellList;
|
|
|
|
|
|
|
|
|
|
[HideInInspector]
|
|
|
|
|
public List<Cell> endCellList;
|
|
|
|
|
|
|
|
|
|
[HideInInspector]
|
|
|
|
|
public List<Cell> visibleCellList;
|
|
|
|
|
|
|
|
|
|
[HideInInspector]
|
|
|
|
|
public bool isGameOver;
|
|
|
|
|
|
|
|
|
|
[HideInInspector]
|
|
|
|
|
public bool closeGameOver;
|
|
|
|
|
|
|
|
|
|
[HideInInspector]
|
|
|
|
|
public int row;
|
|
|
|
|
|
|
|
|
|
[HideInInspector]
|
|
|
|
|
public int column;
|
|
|
|
|
|
|
|
|
|
private List<UndoAction> undoList;
|
|
|
|
|
|
|
|
|
|
private float startTime;
|
|
|
|
|
|
|
|
|
|
private RectTransform rootCanvas;
|
|
|
|
|
|
|
|
|
|
private float _levelContainerMaxHeight;
|
|
|
|
|
|
|
|
|
|
private Vector3 _levelContainerPosition;
|
|
|
|
|
public GameObject levepopup;
|
|
|
|
|
private bool isRotating;
|
|
|
|
|
public instantiateprefab prefeb;
|
|
|
|
|
public ScoreButton pointadd;
|
|
|
|
|
public int valas;
|
|
|
|
|
private void Awake()
|
|
|
|
|
{
|
|
|
|
|
instance = this;
|
|
|
|
|
prefeb = FindObjectOfType<instantiateprefab>();
|
|
|
|
|
boolcheck = FindObjectOfType<GameScene>();
|
|
|
|
|
pointadd = FindObjectOfType<ScoreButton>(); // Automatically find the instance
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void Start()
|
|
|
|
|
{
|
|
|
|
|
rootCanvas = base.transform.parent.GetComponent<RectTransform>();
|
|
|
|
|
_levelContainerMaxHeight = _levelContainer.rect.height;
|
|
|
|
|
_levelContainerPosition = _levelContainer.localPosition;
|
|
|
|
|
SetupLevel();
|
|
|
|
|
|
|
|
|
|
// Load saved slider values
|
|
|
|
|
float savedSliderValue = PlayerPrefs.GetFloat("SliderValue", 0); // Default value is 0 if key doesn't exist
|
|
|
|
|
slider.value = savedSliderValue;
|
|
|
|
|
|
|
|
|
|
// Load saved hintslider value
|
|
|
|
|
float savedHintSliderValue = PlayerPrefs.GetFloat("HintSliderValue", 0); // Default value is 0 if key doesn't exist
|
|
|
|
|
hintslider.value = savedHintSliderValue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void ShowMessagePopup()
|
|
|
|
|
{
|
|
|
|
|
int messagePopupIndex = GameManager.currentLevel.messagePopupIndex;
|
|
|
|
|
if (messagePopupIndex != -1)
|
|
|
|
|
{
|
|
|
|
|
MessagePopup.instance.ShowMessage(messagePopupIndex);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void SetupLevel()
|
|
|
|
|
{
|
|
|
|
|
isGameOver = false;
|
|
|
|
|
closeGameOver = false;
|
|
|
|
|
MessagePopup.instance.HideAll();
|
|
|
|
|
GameManager.currentLevelGroup = (GameManager.currentLevelGroup ?? levelGroups[GameManager.CurrentLevelGroupIndex]);
|
|
|
|
|
GameManager.CurrentLevelGroupIndex = Array.IndexOf(levelGroups, GameManager.currentLevelGroup);
|
|
|
|
|
GameManager.currentLevel = Resources.Load<Level>(GameManager.currentLevelGroup.ResourcesFolderPath + GameManager.CurrentLevelNo);
|
|
|
|
|
if (GameManager.currentLevel == null)
|
|
|
|
|
{
|
|
|
|
|
UnityEngine.Debug.LogError("Level Not Found at : " + GameManager.currentLevelGroup.ResourcesFolderPath + GameManager.CurrentLevelNo);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
row = GameManager.currentLevel.row;
|
|
|
|
|
column = GameManager.currentLevel.column;
|
|
|
|
|
float maxCellSize = GameManager.currentLevel.maxCellSize;
|
|
|
|
|
startTime = Time.time;
|
|
|
|
|
undoList = new List<UndoAction>();
|
|
|
|
|
_levelContainer.sizeDelta = new Vector2(rootCanvas.rect.width, _levelContainerMaxHeight);
|
|
|
|
|
float a = Mathf.Min(_levelContainer.rect.width / (float)column, _levelContainer.rect.height / (float)row);
|
|
|
|
|
a = Mathf.Min(a, maxCellSize);
|
|
|
|
|
_levelContainer.sizeDelta = new Vector2((float)column * a, (float)row * a);
|
|
|
|
|
_levelContainer.transform.localPosition = _levelContainerPosition + GameManager.currentLevel.levelContainerDelta * a;
|
|
|
|
|
for (int num = _levelContainer.childCount - 1; num >= 0; num--)
|
|
|
|
|
{
|
|
|
|
|
UnityEngine.Object.Destroy(_levelContainer.GetChild(num).gameObject);
|
|
|
|
|
}
|
|
|
|
|
startCellList = new List<Cell>();
|
|
|
|
|
midCellList = new List<Cell>();
|
|
|
|
|
endCellList = new List<Cell>();
|
|
|
|
|
allCellList = new List<Cell>();
|
|
|
|
|
visibleCellList = new List<Cell>();
|
|
|
|
|
for (int i = 0; i < row; i++)
|
|
|
|
|
{
|
|
|
|
|
for (int j = 0; j < column; j++)
|
|
|
|
|
{
|
|
|
|
|
LevelCellData levelCellData = GameManager.currentLevel.cellList[i * column + j];
|
|
|
|
|
Cell cell = UnityEngine.Object.Instantiate(_cellPrefab[levelCellData.CellIndex], _levelContainer);
|
|
|
|
|
cell.GetComponent<RectTransform>().sizeDelta = Vector2.one * a;
|
|
|
|
|
cell.GetComponent<RectTransform>().anchoredPosition = new Vector2((float)j * a + (float)j * _space, (float)(-i) * a - (float)i * _space);
|
|
|
|
|
cell.name = i + " " + j;
|
|
|
|
|
cell.pos = new Vector2Int(j, i);
|
|
|
|
|
cell.SetLevelData(levelCellData);
|
|
|
|
|
allCellList.Add(cell);
|
|
|
|
|
if (cell.pipeCellType != 0)
|
|
|
|
|
{
|
|
|
|
|
if (cell.pipeCellType == CellType.Start)
|
|
|
|
|
{
|
|
|
|
|
startCellList.Add(cell);
|
|
|
|
|
}
|
|
|
|
|
else if (cell.pipeCellType == CellType.Middle)
|
|
|
|
|
{
|
|
|
|
|
midCellList.Add(cell);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
endCellList.Add(cell);
|
|
|
|
|
}
|
|
|
|
|
visibleCellList.Add(cell);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
GameScene.instance.UpdateUI();
|
|
|
|
|
Timer.Schedule(this, 0.5f, ShowMessagePopup);
|
|
|
|
|
RecursivePipeColors();
|
|
|
|
|
visibleCellList.ForEach(delegate(Cell obj)
|
|
|
|
|
{
|
|
|
|
|
obj.UpdatePipeColor();
|
|
|
|
|
});
|
|
|
|
|
CheckGameOver();
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void OnButtonClick(Cell c)
|
|
|
|
|
{
|
|
|
|
|
if (!isRotating && !isGameOver)
|
|
|
|
|
{
|
|
|
|
|
undoList.Add(new UndoAction(c, c.RotationValue));
|
|
|
|
|
c.RotationValue++;
|
|
|
|
|
UnityEngine.Debug.Log("saving value");
|
|
|
|
|
slider.value += 1;
|
|
|
|
|
|
|
|
|
|
// Save the slider value to PlayerPrefs
|
|
|
|
|
PlayerPrefs.SetFloat("SliderValue", slider.value);
|
|
|
|
|
PlayerPrefs.Save(); // Make sure to call Save() to persist changes
|
|
|
|
|
|
|
|
|
|
// Update the slider value in instantiateprefab
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
StartCoroutine(RotatePipe(c));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
public void Undo()
|
|
|
|
|
{
|
|
|
|
|
if (!isRotating && undoList != null && undoList.Count != 0)
|
|
|
|
|
{
|
|
|
|
|
UndoAction undoAction = undoList[undoList.Count - 1];
|
|
|
|
|
undoList.RemoveAt(undoList.Count - 1);
|
|
|
|
|
undoAction.cell.RotationValue = undoAction.rotValue;
|
|
|
|
|
StartCoroutine(RotatePipe(undoAction.cell));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private IEnumerator RotatePipe(Cell c)
|
|
|
|
|
{
|
|
|
|
|
isRotating = true;
|
|
|
|
|
if (c != null)
|
|
|
|
|
{
|
|
|
|
|
c.ApplyRotationOnImage(0.1f);
|
|
|
|
|
}
|
|
|
|
|
RecursivePipeColors();
|
|
|
|
|
yield return new WaitForSeconds(0.1f);
|
|
|
|
|
visibleCellList.ForEach(delegate(Cell obj)
|
|
|
|
|
{
|
|
|
|
|
obj.UpdatePipeColor();
|
|
|
|
|
});
|
|
|
|
|
isRotating = false;
|
|
|
|
|
CheckGameOver();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void RecursivePipeColors()
|
|
|
|
|
{
|
|
|
|
|
visibleCellList.ForEach(delegate(Cell obj)
|
|
|
|
|
{
|
|
|
|
|
obj.RemoveAllPipeColor();
|
|
|
|
|
});
|
|
|
|
|
startCellList.ForEach(delegate(Cell cell)
|
|
|
|
|
{
|
|
|
|
|
if (cell.pipeCellType == CellType.Start)
|
|
|
|
|
{
|
|
|
|
|
Cell cell2 = cell.pipes[0].T ? cell.TopCell : (cell.pipes[0].B ? cell.BottomCell : ((!cell.pipes[0].L) ? cell.RightCell : cell.LeftCell));
|
|
|
|
|
Side sourceSide = cell.pipes[0].T ? Side.T : (cell.pipes[0].R ? Side.R : (cell.pipes[0].B ? Side.B : Side.L));
|
|
|
|
|
if (cell2 != null)
|
|
|
|
|
{
|
|
|
|
|
if (sourceSide == Side.L)
|
|
|
|
|
{
|
|
|
|
|
cell.pipes[0].LeftLeak = true;
|
|
|
|
|
cell.pipes[0].Img_1.gameObject.SetActive(true);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (cell2.pipes[0].R)
|
|
|
|
|
{
|
|
|
|
|
cell.pipes[0].LeftLeak = false;
|
|
|
|
|
cell.pipes[0].Img_1.gameObject.SetActive(false);
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
if (cell2.pipes.Count > 1)
|
|
|
|
|
{
|
|
|
|
|
if (cell2.pipes[1].R)
|
|
|
|
|
{
|
|
|
|
|
cell.pipes[0].LeftLeak = false;
|
|
|
|
|
cell.pipes[0].Img_1.gameObject.SetActive(false);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else if (sourceSide == Side.B)
|
|
|
|
|
{
|
|
|
|
|
cell.pipes[0].BottomLeak = true;
|
|
|
|
|
|
|
|
|
|
cell.pipes[0].Img_1.gameObject.SetActive(true);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (cell2.pipes[0].T)
|
|
|
|
|
{
|
|
|
|
|
cell.pipes[0].BottomLeak = false;
|
|
|
|
|
cell.pipes[0].Img_1.gameObject.SetActive(false);
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
if (cell2.pipes.Count > 1)
|
|
|
|
|
{
|
|
|
|
|
if (cell2.pipes[1].T)
|
|
|
|
|
{
|
|
|
|
|
cell.pipes[0].BottomLeak = false;
|
|
|
|
|
cell.pipes[0].Img_1.gameObject.SetActive(false);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else if (sourceSide == Side.T)
|
|
|
|
|
{
|
|
|
|
|
cell.pipes[0].TopLeak = true;
|
|
|
|
|
cell.pipes[0].Img_1.gameObject.SetActive(true);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (cell2.pipes[0].B)
|
|
|
|
|
{
|
|
|
|
|
cell.pipes[0].TopLeak = false;
|
|
|
|
|
cell.pipes[0].Img_1.gameObject.SetActive(false);
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
if (cell2.pipes.Count > 1)
|
|
|
|
|
{
|
|
|
|
|
if (cell2.pipes[1].B)
|
|
|
|
|
{
|
|
|
|
|
cell.pipes[0].TopLeak = false;
|
|
|
|
|
cell.pipes[0].Img_1.gameObject.SetActive(false);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else if (sourceSide == Side.R)
|
|
|
|
|
{
|
|
|
|
|
cell.pipes[0].RightLeak = true;
|
|
|
|
|
|
|
|
|
|
cell.pipes[0].Img_1.gameObject.SetActive(true);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (cell2.pipes[0].L)
|
|
|
|
|
{
|
|
|
|
|
cell.pipes[0].RightLeak = false;
|
|
|
|
|
cell.pipes[0].Img_1.gameObject.SetActive(false);
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
if (cell2.pipes.Count > 1)
|
|
|
|
|
{
|
|
|
|
|
if (cell2.pipes[1].L)
|
|
|
|
|
{
|
|
|
|
|
cell.pipes[0].RightLeak = false;
|
|
|
|
|
cell.pipes[0].Img_1.gameObject.SetActive(false);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
cell2.FillColor(new List<PipeColor> { cell.defaultColor }, cell, sourceSide);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
cell.pipes[0].Img_1.gameObject.SetActive(true);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void GiveHint()
|
|
|
|
|
{
|
|
|
|
|
for (int i = 0; i < GameManager.currentLevelGroup.NoOfHint; i++)
|
|
|
|
|
{
|
|
|
|
|
List<Cell> list = visibleCellList.FindAll((Cell obj) => !obj.IsHint && !obj.redundant && !obj.IsInRighRotation());
|
|
|
|
|
if (list != null && list.Count > 0)
|
|
|
|
|
{
|
|
|
|
|
list[UnityEngine.Random.Range(0, list.Count)].IsHint = true;
|
|
|
|
|
boolcheck.hintcheck = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
StartCoroutine(RotatePipe(null));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void CheckGameOver()
|
|
|
|
|
{
|
|
|
|
|
isGameOver = IsGameOver();
|
|
|
|
|
if (isGameOver)
|
|
|
|
|
{
|
|
|
|
|
List<Cell> list = midCellList.FindAll((Cell x) => !x.HasAnyColor());
|
|
|
|
|
foreach (Cell item in list)
|
|
|
|
|
{
|
|
|
|
|
item.transform.SetSiblingIndex(base.transform.childCount - 1);
|
|
|
|
|
Rigidbody2D rigidbody2D = item.gameObject.AddComponent<Rigidbody2D>();
|
|
|
|
|
rigidbody2D.gravityScale = 1.2f;
|
|
|
|
|
rigidbody2D.AddForce(Quaternion.Euler(0f, 0f, UnityEngine.Random.Range(-30, 30)) * Vector3.up * 300f);
|
|
|
|
|
}
|
|
|
|
|
bool flag = list.Count > 0;
|
|
|
|
|
float num = 0.7f;
|
|
|
|
|
if (flag)
|
|
|
|
|
{
|
|
|
|
|
num += 0.6f;
|
|
|
|
|
}
|
|
|
|
|
Compliment.Type complimentType = GameManager.currentLevel.complimentType;
|
|
|
|
|
if (complimentType != 0)
|
|
|
|
|
{
|
|
|
|
|
num += 0.6f;
|
|
|
|
|
Compliment.instance.Show(complimentType);
|
|
|
|
|
}
|
|
|
|
|
StartCoroutine(ShowingGameOver(num));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public bool IsGameOver()
|
|
|
|
|
{
|
|
|
|
|
foreach (Cell endCell in endCellList)
|
|
|
|
|
{
|
|
|
|
|
if (endCell.defaultColor != ColorManager.MixPipeColor(endCell.pipes[0].fillColor))
|
|
|
|
|
{
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
foreach (Cell visibleCell in visibleCellList)
|
|
|
|
|
{
|
|
|
|
|
foreach (Pipe pipe in visibleCell.pipes)
|
|
|
|
|
{
|
|
|
|
|
if (((visibleCell.pipeCellType != CellType.Start && visibleCell.pipeCellType != CellType.End) ? ColorManager.MixPipeColor(pipe.fillColor) : visibleCell.defaultColor) != 0)
|
|
|
|
|
{
|
|
|
|
|
if ((pipe.L && visibleCell.LeftCell == null) || (pipe.R && visibleCell.RightCell == null) || (pipe.T && visibleCell.TopCell == null) || (pipe.B && visibleCell.BottomCell == null))
|
|
|
|
|
{
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
if ((pipe.L && !visibleCell.LeftCell.HasSide(Side.R)) || (pipe.R && !visibleCell.RightCell.HasSide(Side.L)) || (pipe.T && !visibleCell.TopCell.HasSide(Side.B)) || (pipe.B && !visibleCell.BottomCell.HasSide(Side.T)))
|
|
|
|
|
{
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private IEnumerator ShowingGameOver(float delay)
|
|
|
|
|
{
|
|
|
|
|
MessagePopup.instance.HideAll();
|
|
|
|
|
yield return new WaitForSeconds(delay);
|
|
|
|
|
LevelCompleteText.text = "Level " + GameManager.CurrentLevelNo + " Completed!";
|
|
|
|
|
starLevel.text = GameManager.StarLevel + string.Empty;
|
|
|
|
|
nextStarLevel.text = (GameManager.StarLevel + 1).ToString();
|
|
|
|
|
fillBar.fillAmount = GameManager.StarLevelProgress;
|
|
|
|
|
nextBtn.onClick.RemoveAllListeners();
|
|
|
|
|
if (GameManager.currentLevelGroup.TotalLevel > GameManager.CurrentLevelNo)
|
|
|
|
|
{
|
|
|
|
|
nextBtn.onClick.AddListener(delegate
|
|
|
|
|
{
|
|
|
|
|
gameOverPopup.Close();
|
|
|
|
|
Sound.instance.PlayButton();
|
|
|
|
|
GameManager.CurrentLevelNo++;
|
|
|
|
|
SetupLevel();
|
|
|
|
|
});
|
|
|
|
|
nextBtn.GetComponentInChildren<TMP_Text>().text = "NEXT";
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
nextBtn.onClick.AddListener(delegate
|
|
|
|
|
{
|
|
|
|
|
gameOverPopup.Close();
|
|
|
|
|
closeGameOver = true;
|
|
|
|
|
GameScene.instance.OnBackBtn();
|
|
|
|
|
});
|
|
|
|
|
nextBtn.GetComponentInChildren<TMP_Text>().text = "BACK";
|
|
|
|
|
}
|
|
|
|
|
nextBtn.interactable = false;
|
|
|
|
|
// closeBtn.interactable = false;
|
|
|
|
|
gameOverPopup.Open();
|
|
|
|
|
confettiParticle.Play();
|
|
|
|
|
yield return new WaitForSeconds(0.5f);
|
|
|
|
|
if (GameManager.currentLevelGroup.CompletedLevel < GameManager.CurrentLevelNo)
|
|
|
|
|
{
|
|
|
|
|
int sl = GameManager.StarLevel;
|
|
|
|
|
for (int i = 0; i < GameManager.currentLevelGroup.StarXPReward; i++)
|
|
|
|
|
{
|
|
|
|
|
GameManager.AddStar(1);
|
|
|
|
|
starLevel.text = GameManager.StarLevel + string.Empty;
|
|
|
|
|
nextStarLevel.text = (GameManager.StarLevel + 1).ToString();
|
|
|
|
|
if (fillBar.fillAmount > GameManager.StarLevelProgress)
|
|
|
|
|
{
|
|
|
|
|
while (fillBar.fillAmount < 1f)
|
|
|
|
|
{
|
|
|
|
|
fillBar.fillAmount += 0.01f;
|
|
|
|
|
yield return new WaitForSeconds(0.01f);
|
|
|
|
|
}
|
|
|
|
|
fillBar.fillAmount = 0f;
|
|
|
|
|
}
|
|
|
|
|
while (fillBar.fillAmount < GameManager.StarLevelProgress)
|
|
|
|
|
{
|
|
|
|
|
fillBar.fillAmount += 0.01f;
|
|
|
|
|
yield return new WaitForSeconds(0.01f);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (sl < GameManager.StarLevel)
|
|
|
|
|
{
|
|
|
|
|
RankedUpText.text = GameManager.StarLevel.ToString();
|
|
|
|
|
ShowRankedUpScreen();
|
|
|
|
|
confettiParticle.Play();
|
|
|
|
|
GameManager.Coin += UnityEngine.Random.Range(30, 45);
|
|
|
|
|
GameScene.instance.UpdateUI();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
nextBtn.interactable = true;
|
|
|
|
|
// closeBtn.interactable = true;
|
|
|
|
|
GameManager.currentLevelGroup.SetLevelCompleted(GameManager.CurrentLevelNo, Time.time - startTime);
|
|
|
|
|
if(AdmobController.isInterAdAvailable)
|
|
|
|
|
IronSource.Agent.showInterstitial();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
private void ShowRankedUpScreen()
|
|
|
|
|
{
|
|
|
|
|
rankedUpPopup.Open();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void OnRankedUpContinue()
|
|
|
|
|
{
|
|
|
|
|
rankedUpPopup.Close();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void NextGame()
|
|
|
|
|
{
|
|
|
|
|
if (GameManager.CurrentLevelNo > GameManager.currentLevelGroup.CompletedLevel)
|
|
|
|
|
{
|
|
|
|
|
if (GameManager.Coin < GameConfig.instance.numCoinForSkipGame)
|
|
|
|
|
{
|
|
|
|
|
Toast.instance.ShowMessage("You don't have enough coins");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
GameManager.Coin -= GameConfig.instance.numCoinForSkipGame;
|
|
|
|
|
GameManager.currentLevelGroup.SetLevelCompleted(GameManager.CurrentLevelNo, Time.time - startTime);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
menuPopup.Close();
|
|
|
|
|
Sound.instance.PlayButton();
|
|
|
|
|
if (GameManager.currentLevelGroup.TotalLevel > GameManager.CurrentLevelNo)
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
Timer.Schedule(this, 0.8f, delegate
|
|
|
|
|
{
|
|
|
|
|
GameManager.CurrentLevelNo++;
|
|
|
|
|
SetupLevel();
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
GameScene.instance.OnBackBtn();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
public void HintCheck()
|
|
|
|
|
{
|
|
|
|
|
if (boolcheck.hintcheck == true)
|
|
|
|
|
{
|
|
|
|
|
Debug.Log("hint check");
|
|
|
|
|
hintslider.value += 1;
|
|
|
|
|
valas += 1;
|
|
|
|
|
|
|
|
|
|
// Save the hintslider value to PlayerPrefs
|
|
|
|
|
PlayerPrefs.SetFloat("HintSliderValue", hintslider.value);
|
|
|
|
|
PlayerPrefs.Save(); // Make sure to call Save() to persist changes
|
|
|
|
|
|
|
|
|
|
boolcheck.hintcheck = false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
public void levelpopup()
|
|
|
|
|
{
|
|
|
|
|
levepopup.SetActive(true);
|
|
|
|
|
}
|
|
|
|
|
}
|