using MS;
using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic;
using System;
///
/// Add list of achievements to screen
///
public class AchievenmentListIngame : MonoBehaviour
{
public GameObject scrollContent;
public GameObject prefab;
public Popup Menu;
public Dropdown Filter;
public Text CountText;
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
///
/// Adds all achievements to the UI based on a filter
///
/// Filter to use (All, Achieved or Unachieved)
private void AddAchievements(string Filter)
{
foreach (Transform child in scrollContent.transform)
{
Destroy(child.gameObject);
}
AchievementManager AM = AchievementManager.instance;
int AchievedCount = AM.GetAchievedCount();
if (CountText)
CountText.text = "" + AchievedCount + " / " + AM.States.Count;
if (CompleteText)
CompleteText.text = "Complete (" + AM.GetAchievedPercentage() + "%)";
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))
{
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;
}
///
/// Filter out a set of locked or unlocked achievements
///
public void ChangeFilter()
{
AddAchievements(Filter.options[Filter.value].text);
}
///
/// 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;
Menu.Close();
}
///
/// Opens the UI window.
///
public void OpenWindow()
{
MenuOpen = true;
Menu.Open();
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)
{
CloseWindow();
}
else
{
OpenWindow();
}
}
// private void Update()
// {
// if(Input.GetKeyDown(OpenMenuKey))
// {
// ToggleWindow();
// }
// }
}