diff --git a/Assets/AchievementSystem/Editor/AchievementManagerEditor.cs b/Assets/AchievementSystem/Editor/AchievementManagerEditor.cs index 68bdc75a..3c824f90 100644 --- a/Assets/AchievementSystem/Editor/AchievementManagerEditor.cs +++ b/Assets/AchievementSystem/Editor/AchievementManagerEditor.cs @@ -197,6 +197,7 @@ public class AchievementManagerEditor : Editor EditorGUILayout.PropertyField(Achievement.FindPropertyRelative("NotificationFrequency")); EditorGUILayout.PropertyField(Achievement.FindPropertyRelative("ProgressSuffix")); EditorGUILayout.PropertyField(Achievement.FindPropertyRelative("CoinRewards")); + EditorGUILayout.PropertyField(Achievement.FindPropertyRelative("TotalCoinReward")); EditorGUILayout.PropertyField(Achievement.FindPropertyRelative("SubAchievementIndex")); } } diff --git a/Assets/AchievementSystem/Prefabs/AchievementUIItem.prefab b/Assets/AchievementSystem/Prefabs/AchievementUIItem.prefab index fa0e6fa8..f49e2243 100644 --- a/Assets/AchievementSystem/Prefabs/AchievementUIItem.prefab +++ b/Assets/AchievementSystem/Prefabs/AchievementUIItem.prefab @@ -561,7 +561,31 @@ MonoBehaviour: m_TargetGraphic: {fileID: 2870595462047946196} m_OnClick: m_PersistentCalls: - m_Calls: [] + m_Calls: + - m_Target: {fileID: 3414891153139813893} + m_TargetAssemblyTypeName: UnityEngine.GameObject, UnityEngine + m_MethodName: SetActive + m_Mode: 6 + m_Arguments: + m_ObjectArgument: {fileID: 0} + m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine + m_IntArgument: 0 + m_FloatArgument: 0 + m_StringArgument: + m_BoolArgument: 0 + m_CallState: 2 + - m_Target: {fileID: 5755234034907795143} + m_TargetAssemblyTypeName: UnityEngine.GameObject, UnityEngine + m_MethodName: SetActive + m_Mode: 6 + m_Arguments: + m_ObjectArgument: {fileID: 0} + m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine + m_IntArgument: 0 + m_FloatArgument: 0 + m_StringArgument: + m_BoolArgument: 1 + m_CallState: 2 --- !u!1 &3889238865471154235 GameObject: m_ObjectHideFlags: 0 @@ -1121,6 +1145,8 @@ MonoBehaviour: type: 3} SpoilerText: {fileID: 0} AS: {fileID: 0} + CompleteToClaimButton: {fileID: 5755234034907795143} + ClaimButton: {fileID: 2415671530643276917} --- !u!1 &8753576779850342754 GameObject: m_ObjectHideFlags: 0 diff --git a/Assets/AchievementSystem/Scripts/AchievementManager.cs b/Assets/AchievementSystem/Scripts/AchievementManager.cs index 1492eb8c..b02de79a 100644 --- a/Assets/AchievementSystem/Scripts/AchievementManager.cs +++ b/Assets/AchievementSystem/Scripts/AchievementManager.cs @@ -31,9 +31,9 @@ public class AchievementManager : MonoBehaviour public AudioClip AchievedSound; [Tooltip("The sound which plays when a progress update is displayed to a user. Sounds are only played when Display Achievements is true.")] public AudioClip ProgressMadeSound; - + private AudioSource AudioSource; - + [SerializeField] public List States = new List(); //List of achievement states (achieved, progress and last notification) [SerializeField] public List AchievementList = new List(); //List of all available achievements @@ -45,6 +45,7 @@ public class AchievementManager : MonoBehaviour public static AchievementManager instance = null; //Singleton Instance public AchievenmentStack Stack; public Button ClaimRewardButton; + public AchievenmentListIngame achievementListIngame; void Awake() { @@ -62,9 +63,9 @@ public class AchievementManager : MonoBehaviour LoadAchievementState(); } - private void PlaySound (AudioClip Sound) + private void PlaySound(AudioClip Sound) { - if(AudioSource != null) + if (AudioSource != null) { AudioSource.clip = Sound; AudioSource.Play(); @@ -95,8 +96,8 @@ public class AchievementManager : MonoBehaviour public int GetAchievedCount() { int Count = (from AchievementState i in States - where i.Achieved == true - select i).Count(); + where i.Achieved == true + select i).Count(); return Count; } /// @@ -104,7 +105,7 @@ public class AchievementManager : MonoBehaviour /// public float GetAchievedPercentage() { - if(States.Count == 0) + if (States.Count == 0) { return 0; } @@ -137,18 +138,10 @@ public class AchievementManager : MonoBehaviour float ct = 0; float nt; float tot = animTime; - Text coinTxt=null; - if(FindAnyObjectByType()!=null) - { - coinTxt = FindAnyObjectByType().coinLbl; - coinTxt.transform.DOShakePosition(0.5f); - - } - else if(FindAnyObjectByType()!=null) - { - coinTxt = FindAnyObjectByType().coinLbl; - coinTxt.transform.DOShakePosition(0.5f); - } + Text coinTxt = null; + HomeScene homeScene = FindAnyObjectByType(); + coinTxt = homeScene.coinLbl; + coinTxt.transform.DOShakePosition(1f); //coinTxt.transform.DOShakePosition(0.5f); // coinTxt.GetComponent().Play("textShake"); while (ct < tot) @@ -166,19 +159,37 @@ public class AchievementManager : MonoBehaviour /// Fully unlocks a progression or goal achievement. /// /// The index of the achievement to be unlocked - + 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) { - int numOfCoins = AchievementList[Index].CoinRewards[AchievementList[Index].SubAchievementIndex]; - ClaimRewardButton.onClick.AddListener(() => AddCoins(numOfCoins)); + //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; + 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); + achievementInfromation.ProgressGoal += 5; - States[Index].LastProgressGoal = achievementInfromation.ProgressGoal; // Check if the new progress goal has reached or exceeded 50 if (AchievementList[Index].ProgressGoal >= 50) { @@ -196,12 +207,17 @@ public class AchievementManager : MonoBehaviour bool CompletedAll = (Find == -1 || AchievementList[Find].Key.Equals(FinalAchievementKey)); if (CompletedAll) { + //ButtonSetterForUnlockedAcheivement(Index); Unlock(FinalAchievementKey); // Unlock the final achievement if all others are completed } } } + else + { + ButtonSetterForUnlockedAcheivement(Index); + } } - + /// /// Set the progress of an achievement to a specific value. /// @@ -218,7 +234,7 @@ public class AchievementManager : MonoBehaviour /// Set progress to this value public void SetAchievementProgress(int Index, float Progress) { - if(AchievementList[Index].Progression) + if (AchievementList[Index].Progression) { if (States[Index].Progress >= AchievementList[Index].ProgressGoal) { @@ -228,7 +244,7 @@ public class AchievementManager : MonoBehaviour { States[Index].Progress = Progress; DisplayUnlock(Index); - AutoSaveStates(); + AutoSaveStates(); } } } @@ -298,7 +314,7 @@ public class AchievementManager : MonoBehaviour States.Add(new AchievementState()); AchievementList[i].ProgressGoal = 5; } - + } } /// diff --git a/Assets/AchievementSystem/Scripts/AchievenmentListIngame.cs b/Assets/AchievementSystem/Scripts/AchievenmentListIngame.cs index 4ea1d475..c0a7971b 100644 --- a/Assets/AchievementSystem/Scripts/AchievenmentListIngame.cs +++ b/Assets/AchievementSystem/Scripts/AchievenmentListIngame.cs @@ -1,6 +1,8 @@ using MS; using UnityEngine; using UnityEngine.UI; +using System.Collections.Generic; +using System; /// /// Add list of achievements to screen @@ -15,7 +17,7 @@ public class AchievenmentListIngame : MonoBehaviour public Text CompleteText; public Scrollbar Scrollbar; private bool MenuOpen = false; - + [Tooltip("Key used to open UI menu. Set to \"None\" to prevent menu from opening with any key press")] // public KeyCode OpenMenuKey; //Key to open in-game menu @@ -24,7 +26,7 @@ public class AchievenmentListIngame : MonoBehaviour /// /// Filter to use (All, Achieved or Unachieved) private void AddAchievements(string Filter) - { + { foreach (Transform child in scrollContent.transform) { Destroy(child.gameObject); @@ -32,32 +34,43 @@ public class AchievenmentListIngame : MonoBehaviour AchievementManager AM = AchievementManager.instance; int AchievedCount = AM.GetAchievedCount(); - if(CountText) + if (CountText) CountText.text = "" + AchievedCount + " / " + AM.States.Count; - if(CompleteText) + if (CompleteText) CompleteText.text = "Complete (" + AM.GetAchievedPercentage() + "%)"; - for (int i = 0; i < AM.AchievementList.Count; i ++) + for (int i = 0; i < AM.AchievementList.Count; i++) { - if((Filter.Equals("All")) || (Filter.Equals("Achieved") && AM.States[i].Achieved) || (Filter.Equals("Unachieved") && !AM.States[i].Achieved)) + if ((Filter.Equals("All")) || (Filter.Equals("Achieved") && AM.States[i].Achieved) || (Filter.Equals("Unachieved") && !AM.States[i].Achieved)) { AddAchievementToUI(AM.AchievementList[i], AM.States[i]); } } Scrollbar.value = 1; } - + public List Stack; public void AddAchievementToUI(AchievementInfromation Achievement, AchievementState State) { UIAchievement UIAchievement = Instantiate(prefab, new Vector3(0f, 0f, 0f), Quaternion.identity).GetComponent(); + Stack.Add(UIAchievement); UIAchievement.Set(Achievement, State); UIAchievement.transform.SetParent(scrollContent.transform); - UIAchievement.GetComponent().localScale= Vector3.one; + UIAchievement.GetComponent().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)); + //} + } /// /// Filter out a set of locked or unlocked achievements /// - public void ChangeFilter () + public void ChangeFilter() { AddAchievements(Filter.options[Filter.value].text); } @@ -65,6 +78,18 @@ public class AchievenmentListIngame : MonoBehaviour /// /// Closes the UI window. /// + void Start() + { + AddAchievements("All"); + Invoke(nameof(Starter), 0.5f); + } + public void Starter() + { + if (AchievementManager.instance.achievementListIngame == null) + { + AchievementManager.instance.achievementListIngame = this; + } + } public void CloseWindow() { MenuOpen = false; @@ -77,21 +102,45 @@ public class AchievenmentListIngame : MonoBehaviour { MenuOpen = true; Menu.Open(); - AddAchievements("All"); + Setter(); + //AddAchievements("All"); + } + void Setter() + { + for (int i = 0; i < Stack.Count; i++) + { + if (PlayerPrefs.GetInt("UIAchievement" + i + "Claimable") == 1) + { + PlayerPrefs.SetInt("UIAchievement" + i + "Claimable", 0); + Stack[i].ClaimButton.gameObject.SetActive(true); + Stack[i].CompleteToClaimButton.SetActive(false); + int numofCoinsToAdd = PlayerPrefs.GetInt("TotalCoinsForReward" + i); + Stack[i].ClaimButton.onClick.RemoveAllListeners(); + Stack[i].ClaimButton.onClick.AddListener(() => + { + AchievementManager.instance.AddCoins(numofCoinsToAdd); + PlayerPrefs.SetInt("TotalCoinsForReward" + i, 0); + }); + + + } + } } /// /// Toggles the state of the UI window open or closed /// public void ToggleWindow() { - if (MenuOpen){ + if (MenuOpen) + { CloseWindow(); } - else{ + else + { OpenWindow(); } } - + // private void Update() // { // if(Input.GetKeyDown(OpenMenuKey)) diff --git a/Assets/AchievementSystem/Scripts/DataTypes.cs b/Assets/AchievementSystem/Scripts/DataTypes.cs index 2bbcdfb6..4849724f 100644 --- a/Assets/AchievementSystem/Scripts/DataTypes.cs +++ b/Assets/AchievementSystem/Scripts/DataTypes.cs @@ -30,6 +30,7 @@ public class AchievementInfromation [Tooltip("A string which will be displayed with a progress achievement e.g. $, KM, Miles etc")] [SerializeField] public string ProgressSuffix; public List CoinRewards; + public int TotalCoinReward; public int SubAchievementIndex; } diff --git a/Assets/AchievementSystem/Scripts/UIAchievement.cs b/Assets/AchievementSystem/Scripts/UIAchievement.cs index 9ea38baf..2ac78f36 100644 --- a/Assets/AchievementSystem/Scripts/UIAchievement.cs +++ b/Assets/AchievementSystem/Scripts/UIAchievement.cs @@ -3,6 +3,7 @@ using System.Collections.Generic; using TMPro; using UnityEngine; using UnityEngine.UI; +using UnityEngine.WSA; /// /// Defines the logic behind a single achievement on the UI @@ -15,6 +16,8 @@ public class UIAchievement : MonoBehaviour public TMP_Text SpoilerText; public AchievenmentStack AS; + public GameObject CompleteToClaimButton; + public Button ClaimButton; /// /// Destroy object after a certain amount of time /// @@ -23,9 +26,23 @@ public class UIAchievement : MonoBehaviour StartCoroutine(Wait()); } + + void RewardSetter(AchievementInfromation Information) + { + Debug.Log("Reward Setter"); + int index=transform.GetSiblingIndex(); + int CurrentTotalReward = Information.TotalCoinReward; + int subAchievementIndex = Information.SubAchievementIndex; + int RewardtoAdd = Information.CoinRewards[subAchievementIndex]; + int TotalReward = RewardtoAdd + CurrentTotalReward; + Information.TotalCoinReward = TotalReward; + PlayerPrefs.SetInt("TotalRewards"+index, TotalReward); + } + /// /// Add information about an Achievement to the UI elements /// + public void Set (AchievementInfromation Information, AchievementState State) { if(Information.Spoiler && !State.Achieved) @@ -38,7 +55,7 @@ public class UIAchievement : MonoBehaviour else { // Title.text = Information.DisplayName; - 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return PlayerPrefs.GetInt("Coin", 50); + return PlayerPrefs.GetInt("Coin", 0); } set {