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