Merge branch 'dev-ali'

dev-hazim
Hazim Bin Ijaz 4 weeks ago
commit 4cf83b345d

@ -196,6 +196,8 @@ public class AchievementManagerEditor : Editor
EditorGUILayout.PropertyField(Achievement.FindPropertyRelative("ProgressGoal")); EditorGUILayout.PropertyField(Achievement.FindPropertyRelative("ProgressGoal"));
EditorGUILayout.PropertyField(Achievement.FindPropertyRelative("NotificationFrequency")); EditorGUILayout.PropertyField(Achievement.FindPropertyRelative("NotificationFrequency"));
EditorGUILayout.PropertyField(Achievement.FindPropertyRelative("ProgressSuffix")); EditorGUILayout.PropertyField(Achievement.FindPropertyRelative("ProgressSuffix"));
EditorGUILayout.PropertyField(Achievement.FindPropertyRelative("CoinRewards"));
EditorGUILayout.PropertyField(Achievement.FindPropertyRelative("SubAchievementIndex"));
} }
} }
GUILayout.EndVertical(); GUILayout.EndVertical();

@ -1,7 +1,11 @@
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.UI;
using System; using System;
using System.Linq; using System.Linq;
using System.Collections;
using TMPro;
using DG.Tweening;
/// <summary> /// <summary>
/// Controls interactions with the Achievement System /// Controls interactions with the Achievement System
@ -40,6 +44,7 @@ public class AchievementManager : MonoBehaviour
public static AchievementManager instance = null; //Singleton Instance public static AchievementManager instance = null; //Singleton Instance
public AchievenmentStack Stack; public AchievenmentStack Stack;
public Button ClaimRewardButton;
void Awake() void Awake()
{ {
@ -116,14 +121,58 @@ public class AchievementManager : MonoBehaviour
{ {
Unlock(FindAchievementIndex(Key)); Unlock(FindAchievementIndex(Key));
} }
public void AddCoins(int toAdd)
{
//int toAdd = coinsRewards[index];
int coins = PlayerPrefs.GetInt("Coin");
Debug.Log(toAdd + " Coins Rewarded");
coins += toAdd;
PlayerPrefs.SetInt("Coin", coins);
StartCoroutine(startCoinShakeEffect(coins - toAdd, coins, .5f));
}
float val;
IEnumerator startCoinShakeEffect(int oldValue, int newValue, float animTime)
{
float ct = 0;
float nt;
float tot = animTime;
Text coinTxt=null;
if(FindAnyObjectByType<HomeScene>()!=null)
{
coinTxt = FindAnyObjectByType<HomeScene>().coinLbl;
coinTxt.transform.DOShakePosition(0.5f);
}
else if(FindAnyObjectByType<GameScene>()!=null)
{
coinTxt = FindAnyObjectByType<GameScene>().coinLbl;
coinTxt.transform.DOShakePosition(0.5f);
}
//coinTxt.transform.DOShakePosition(0.5f);
// coinTxt.GetComponent<Animation>().Play("textShake");
while (ct < tot)
{
ct += Time.deltaTime;
nt = ct / tot;
val = Mathf.Lerp(oldValue, newValue, nt);
coinTxt.text = ((int)(val)).ToString();
yield return null;
}
//coinTxt.GetComponent<Animation>().Stop();
}
/// <summary> /// <summary>
/// Fully unlocks a progression or goal achievement. /// Fully unlocks a progression or goal achievement.
/// </summary> /// </summary>
/// <param name="Index">The index of the achievement to be unlocked</param> /// <param name="Index">The index of the achievement to be unlocked</param>
public void Unlock(int Index) public void Unlock(int Index)
{ {
if (!States[Index].Achieved) if (!States[Index].Achieved)
{ {
int numOfCoins = AchievementList[Index].CoinRewards[AchievementList[Index].SubAchievementIndex];
ClaimRewardButton.onClick.AddListener(() => AddCoins(numOfCoins));
// Set current progress to the achievement's progress goal // Set current progress to the achievement's progress goal
States[Index].Progress = AchievementList[Index].ProgressGoal; States[Index].Progress = AchievementList[Index].ProgressGoal;

@ -29,6 +29,8 @@ public class AchievementInfromation
[SerializeField] public float NotificationFrequency; [SerializeField] public float NotificationFrequency;
[Tooltip("A string which will be displayed with a progress achievement e.g. $, KM, Miles etc")] [Tooltip("A string which will be displayed with a progress achievement e.g. $, KM, Miles etc")]
[SerializeField] public string ProgressSuffix; [SerializeField] public string ProgressSuffix;
public List<int> CoinRewards;
public int SubAchievementIndex;
} }
/// <summary> /// <summary>

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