using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.WSA;
///
/// Defines the logic behind a single achievement on the UI
///
public class UIAchievement : MonoBehaviour
{
public TMP_Text Title, Description, Percent;
public Image Icon, OverlayIcon, ProgressBar;
public GameObject SpoilerOverlay;
public TMP_Text SpoilerText;
public AchievenmentStack AS;
public GameObject CompleteToClaimButton;
public Button ClaimButton;
///
/// Destroy object after a certain amount of time
///
public void StartDeathTimer ()
{
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)
{
if(SpoilerOverlay)
SpoilerOverlay.SetActive(true);
if(SpoilerText)
SpoilerText.text = AchievementManager.instance.SpoilerAchievementMessage;
}
else
{
// Title.text = Information.DisplayName;
//Description.text = Information.Description;
if (Information.LockOverlay && !State.Achieved)
{
if (OverlayIcon)
{
OverlayIcon.gameObject.SetActive(true);
OverlayIcon.sprite = Information.LockedIcon;
}
if(Icon)
Icon.sprite = Information.AchievedIcon;
}
else
{
if(Icon)
Icon.sprite = State.Achieved ? Information.AchievedIcon : Information.LockedIcon;
}
if (Information.Progression)
{
float CurrentProgress = AchievementManager.instance.ShowExactProgress ? State.Progress : (State.LastProgressUpdate * Information.NotificationFrequency);
float DisplayProgress = State.Achieved ? Information.ProgressGoal : CurrentProgress;
if (State.Achieved)
{
RewardSetter(Information);
if(Percent)
{
Percent.text = Information.ProgressGoal + Information.ProgressSuffix + " / " + Information.ProgressGoal + Information.ProgressSuffix + " (Achieved)";
}
}
else
{
if(Percent)
Percent.text = DisplayProgress + Information.ProgressSuffix + " / " + Information.ProgressGoal + Information.ProgressSuffix;
}
ProgressBar.fillAmount = DisplayProgress / Information.ProgressGoal;
}
else //Single Time
{
ProgressBar.fillAmount = State.Achieved ? 1 : 0;
Percent.text = State.Achieved ? "(Achieved)" : "(Locked)";
}
}
}
private IEnumerator Wait ()
{
yield return new WaitForSeconds(AchievementManager.instance.DisplayTime);
GetComponent().SetTrigger("ScaleDown");
yield return new WaitForSeconds(0.1f);
AS.CheckBackLog();
Destroy(gameObject);
}
}