Pipe prefabs added and Back button issue fixed

dev-hazim
Ali Sharoz 4 weeks ago
parent 7d5db079ce
commit 04de8b8893

@ -159,36 +159,25 @@ public class AchievementManager : MonoBehaviour
/// Fully unlocks a progression or goal achievement.
/// </summary>
/// <param name="Index">The index of the achievement to be unlocked</param>
public void ButtonSetterForUnlockedAcheivement(int index)
{
Debug.Log("ButtonSetterForUnlockedAcheivement");
int numOfCoins = AchievementList[index].TotalCoinReward;
//int numOfCoins = AchievementList[index].CoinRewards[AchievementList[index].SubAchievementIndex];
achievementListIngame.Stack[index].ClaimButton.gameObject.SetActive(true);
achievementListIngame.Stack[index].ClaimButton.onClick.AddListener(() => AddCoins(numOfCoins));
achievementListIngame.Stack[index].CompleteToClaimButton.SetActive(false);
}
public void Unlock(int Index)
{
if (!States[Index].Achieved)
{
//ButtonSetterForUnlockedAcheivement(Index);
//ClaimRewardButton.onClick.AddListener(() => AddCoins(numOfCoins));
// Set current progress to the achievement's progress goal
States[Index].Progress = AchievementList[Index].ProgressGoal;
var achievementInfromation = AchievementList[Index];
States[Index].LastProgressGoal = achievementInfromation.ProgressGoal;
#region Ali's Code for Reward
PlayerPrefs.SetInt("UIAchievement" + Index + "Claimable", 1);
int numOfPrevCoins = PlayerPrefs.GetInt("TotalCoinsForReward" + Index, 0);
int subAchievementIndex = PlayerPrefs.GetInt("subAchievementIndex" + Index, 0);
Debug.Log("SubAchievementIndex for " + Index + ": " + subAchievementIndex);
PlayerPrefs.SetInt("TotalCoinsForReward" + Index, numOfPrevCoins + achievementInfromation.CoinRewards[Mathf.Clamp(subAchievementIndex,0, achievementInfromation.CoinRewards.Count-1)]);
subAchievementIndex++;
PlayerPrefs.SetInt("subAchievementIndex" + Index, subAchievementIndex);
#endregion
achievementInfromation.ProgressGoal += 5;
// Check if the new progress goal has reached or exceeded 50
if (AchievementList[Index].ProgressGoal >= 50)
@ -212,10 +201,6 @@ public class AchievementManager : MonoBehaviour
}
}
}
else
{
ButtonSetterForUnlockedAcheivement(Index);
}
}
/// <summary>

@ -56,16 +56,6 @@ public class AchievenmentListIngame : MonoBehaviour
UIAchievement.Set(Achievement, State);
UIAchievement.transform.SetParent(scrollContent.transform);
UIAchievement.GetComponent<RectTransform>().localScale = Vector3.one;
//if (Achievement.TotalCoinReward > 0)
//{
// UIAchievement.ClaimButton.gameObject.SetActive(true);
// UIAchievement.CompleteToClaimButton.SetActive(false);
// int numOfCoins = Achievement.TotalCoinReward;
// //int numOfCoins = AchievementList[index].CoinRewards[AchievementList[index].SubAchievementIndex];
// UIAchievement.ClaimButton.onClick.RemoveAllListeners();
// UIAchievement.ClaimButton.onClick.AddListener(() => AchievementManager.instance.AddCoins(numOfCoins));
//}
}
/// <summary>
/// Filter out a set of locked or unlocked achievements
@ -121,8 +111,6 @@ public class AchievenmentListIngame : MonoBehaviour
AchievementManager.instance.AddCoins(numofCoinsToAdd);
PlayerPrefs.SetInt("TotalCoinsForReward" + i, 0);
});
}
}
}

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