spinningcube/Assets/WebPlayerTemplates/Ultimate GUI Kit/Script/SelectLevel.cs

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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
using Holoville.HOTween;
/// <summary>
/// This class is used to display or not a redirection button
/// Author : Pondomaniac Games
/// </summary>
public class SelectLevel : MonoBehaviour
{
public GameObject _BestScore;//The best score text
public GameObject _BestLevel;//The best level text
public GameObject _TransitionRightButton;//The left button
public GameObject _TransitionLeftButton;//The right button
public GameObject[] _listOfPanels;//The list of panel that transit to the right and left
public AudioClip MenuSound;//The sound of button clicks
public float SpaceBetweenPanels;//The space to keep betwwen panels
public EaseType AnimationTypeOfPanels;//The type of animation we want to use when panel transit
public float AnimationDurationOfPanels;//The duration of animation between panels
public string _FirstLevel;//The first level in the panel the help the system know where to start
private int _activePanelIndex;//The active panel index to know wich panel is active when transit
//Called before init
void Awake ()
{
Time.timeScale = 1;
HOTween.Kill ();
ButtonRedirect._FirstLevel = _FirstLevel;
if (_listOfPanels.Length > 0)
_activePanelIndex = 0;
ButtonRedirect.scenes = scenes;
}
//Initializing the scene
void Start ()
{
(_BestScore.GetComponent (typeof(TextMesh))as TextMesh).text = "" + PlayerPrefs.GetInt ("HighScore");
(_BestLevel.GetComponent (typeof(TextMesh))as TextMesh).text = "" + PlayerPrefs.GetInt ("HighLevel");
}
// Update is called once per frame
void Update ()
{
if (Input.GetKeyDown (KeyCode.Escape)) {
Application.Quit ();
}
//Detecting if the player clicked on the left mouse button and also if there is no animation playing
if (Input.GetButtonDown ("Fire1")) {
//The 3 following lines is to get the clicked GameObject and getting the RaycastHit2D that will help us know the clicked object
RaycastHit2D hit = Physics2D.Raycast (Camera.main.ScreenToWorldPoint (Input.mousePosition), Vector2.zero);
if (hit.transform != null) {
if ((hit.transform.gameObject.name == _TransitionRightButton.name && HOTween.GetAllTweens ().Count == 0)) {
GetComponent<AudioSource>().PlayOneShot (MenuSound);
TransitToTheLeft ();
Util.ButtonPressAnimation (_TransitionRightButton);
} else if ((hit.transform.gameObject.name == _TransitionLeftButton.name && HOTween.GetAllTweens ().Count == 0)) {
GetComponent<AudioSource>().PlayOneShot (MenuSound);
TransitToTheRight ();
Util.ButtonPressAnimation (_TransitionLeftButton);
}
}
}
}
//Animate the panel and update panel index
void TransitToTheRight ()
{
HOTween.Complete ();
if (0 <= _activePanelIndex - 1)
_activePanelIndex --;
for (int i = 0; i<= _listOfPanels.Length-1; i++) {
GameObject go = _listOfPanels [i] as GameObject;
TweenParms parms = new TweenParms ().Prop ("position", new Vector3 (go.transform.position.x + SpaceBetweenPanels, go.transform.position.y, go.transform.position.z)).Ease (AnimationTypeOfPanels);
HOTween.To (go.transform, AnimationDurationOfPanels, parms); }
}
//Animate the panel and update panel index
void TransitToTheLeft ()
{
HOTween.Complete ();
if (_listOfPanels.Length - 1 >= _activePanelIndex + 1)
_activePanelIndex ++;
for (int i = 0; i<= _listOfPanels.Length-1; i++) {
GameObject go = _listOfPanels [i] as GameObject;
TweenParms parms = new TweenParms ().Prop ("position", new Vector3 (go.transform.position.x - SpaceBetweenPanels, go.transform.position.y, go.transform.position.z)).Ease (AnimationTypeOfPanels);
HOTween.To (go.transform, AnimationDurationOfPanels, parms);
}
}
//display or not the right and left button
void OnGUI ()
{
if (_listOfPanels.Length > 0) {
if (_activePanelIndex <= 0) {
_TransitionLeftButton.GetComponent<Renderer>().enabled = false;
_TransitionLeftButton.GetComponent<Collider2D>().enabled = false;
} else {
_TransitionLeftButton.GetComponent<Renderer>().enabled = true;
_TransitionLeftButton.GetComponent<Collider2D>().enabled = true;
}
if (_activePanelIndex >= _listOfPanels.Length - 1) {
_TransitionRightButton.GetComponent<Renderer>().enabled = false;
_TransitionRightButton.GetComponent<Collider2D>().enabled = false;
} else {
_TransitionRightButton.GetComponent<Renderer>().enabled = true;
_TransitionRightButton.GetComponent<Collider2D>().enabled = true;
}
}
}
public string[] scenes;
#if UNITY_EDITOR
private static string[] ReadNames()
{
List<string> temp = new List<string>();
foreach (UnityEditor.EditorBuildSettingsScene S in UnityEditor.EditorBuildSettings.scenes)
{
if (S.enabled)
{
string name = S.path.Substring(S.path.LastIndexOf('/')+1);
name = name.Substring(0,name.Length-6);
temp.Add(name);
}
}
return temp.ToArray();
}
[UnityEditor.MenuItem("CONTEXT/SelectLevel/Update Scene Names")]
private static void UpdateNames(UnityEditor.MenuCommand command)
{
SelectLevel context = (SelectLevel)command.context;
context.scenes = ReadNames();
}
private void Reset()
{
scenes = ReadNames();
ButtonRedirect.scenes = scenes;
}
#endif
}