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114 lines
3.8 KiB
C#
114 lines
3.8 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.WSA;
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/// <summary>
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/// Defines the logic behind a single achievement on the UI
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/// </summary>
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public class UIAchievement : MonoBehaviour
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{
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public TMP_Text Title, Description, Percent;
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public Image Icon, OverlayIcon, ProgressBar;
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public GameObject SpoilerOverlay;
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public TMP_Text SpoilerText;
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public AchievenmentStack AS;
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public GameObject CompleteToClaimButton;
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public Button ClaimButton;
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/// <summary>
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/// Destroy object after a certain amount of time
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/// </summary>
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public void StartDeathTimer ()
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{
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StartCoroutine(Wait());
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}
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void RewardSetter(AchievementInfromation Information)
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{
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Debug.Log("Reward Setter");
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int index=transform.GetSiblingIndex();
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int CurrentTotalReward = Information.TotalCoinReward;
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int subAchievementIndex = Information.SubAchievementIndex;
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int RewardtoAdd = Information.CoinRewards[subAchievementIndex];
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int TotalReward = RewardtoAdd + CurrentTotalReward;
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Information.TotalCoinReward = TotalReward;
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PlayerPrefs.SetInt("TotalRewards"+index, TotalReward);
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}
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/// <summary>
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/// Add information about an Achievement to the UI elements
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/// </summary>
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public void Set (AchievementInfromation Information, AchievementState State)
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{
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if(Information.Spoiler && !State.Achieved)
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{
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if(SpoilerOverlay)
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SpoilerOverlay.SetActive(true);
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if(SpoilerText)
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SpoilerText.text = AchievementManager.instance.SpoilerAchievementMessage;
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}
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else
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{
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// Title.text = Information.DisplayName;
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//Description.text = Information.Description;
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if (Information.LockOverlay && !State.Achieved)
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{
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if (OverlayIcon)
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{
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OverlayIcon.gameObject.SetActive(true);
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OverlayIcon.sprite = Information.LockedIcon;
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}
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if(Icon)
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Icon.sprite = Information.AchievedIcon;
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}
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else
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{
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if(Icon)
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Icon.sprite = State.Achieved ? Information.AchievedIcon : Information.LockedIcon;
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}
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if (Information.Progression)
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{
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float CurrentProgress = AchievementManager.instance.ShowExactProgress ? State.Progress : (State.LastProgressUpdate * Information.NotificationFrequency);
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float DisplayProgress = State.Achieved ? Information.ProgressGoal : CurrentProgress;
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if (State.Achieved)
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{
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RewardSetter(Information);
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if(Percent)
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{
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Percent.text = Information.ProgressGoal + Information.ProgressSuffix + " / " + Information.ProgressGoal + Information.ProgressSuffix + " (Achieved)";
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}
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}
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else
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{
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if(Percent)
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Percent.text = DisplayProgress + Information.ProgressSuffix + " / " + Information.ProgressGoal + Information.ProgressSuffix;
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}
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ProgressBar.fillAmount = DisplayProgress / Information.ProgressGoal;
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}
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else //Single Time
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{
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ProgressBar.fillAmount = State.Achieved ? 1 : 0;
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Percent.text = State.Achieved ? "(Achieved)" : "(Locked)";
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}
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}
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}
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private IEnumerator Wait ()
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{
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yield return new WaitForSeconds(AchievementManager.instance.DisplayTime);
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GetComponent<Animator>().SetTrigger("ScaleDown");
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yield return new WaitForSeconds(0.1f);
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AS.CheckBackLog();
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Destroy(gameObject);
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}
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}
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