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diff --git a/Assets/Asset Packs/Ultimate GUI Kit/Script/ButtonRedirect.cs b/Assets/Asset Packs/Ultimate GUI Kit/Script/ButtonRedirect.cs
new file mode 100644
index 0000000..5763e7f
--- /dev/null
+++ b/Assets/Asset Packs/Ultimate GUI Kit/Script/ButtonRedirect.cs
@@ -0,0 +1,92 @@
+using UnityEngine;
+using System.Collections;
+using System.Collections.Generic;
+using System;
+using Holoville.HOTween;
+
+///
+/// This class is the redirect class it should be attached to a button in the levels scene
+/// Author : Pondomaniac Games
+///
+public class ButtonRedirect : MonoBehaviour
+{
+
+ public string _redirectedScene; //The name of the scene we want to redirect to
+ public AudioClip MenuSound; //The sound of the menu clicks
+ private bool ShouldTransit = false;//A transition flag
+ public static string _FirstLevel;//The sound of the menu clicks
+ public static string[] scenes;
+ //Called before init
+ void Awake ()
+ {
+ Time.timeScale = 1;
+ HOTween.Kill ();
+
+
+ }
+
+ //This method is called after the init
+ void Start ()
+ {
+ //Loading the editor scenes orders to determine if the player can go the level or not
+
+ int RedirectedSceneIndexInSettings = -1;
+ int ReachedLevelIndexIndexInSettings = -1;
+ int FirstLevel = -1;
+ for (int i=0; i<=scenes.Length-1; i++) {
+ if (_redirectedScene == scenes [i])
+ RedirectedSceneIndexInSettings = i;
+ if (PlayerPrefs.GetString ("ReachedLevel") == scenes [i])
+ ReachedLevelIndexIndexInSettings = i;
+ if (_FirstLevel == scenes [i])
+ FirstLevel = i;
+ }
+ if (_redirectedScene != string.Empty && (RedirectedSceneIndexInSettings <= ReachedLevelIndexIndexInSettings || RedirectedSceneIndexInSettings == FirstLevel)) {
+ this.GetComponent().enabled = true;
+ this.GetComponent().enabled = true;
+
+
+
+ } else {
+ this.GetComponent().enabled = false;
+ this.GetComponent().enabled = false;
+ var allChildren = this.GetComponentsInChildren (typeof(Transform), true);
+
+ foreach (Transform child in allChildren) {
+ GameObject Module = child.gameObject;
+ Module.GetComponent().enabled = false;
+ }
+
+ }
+
+ }
+
+ // Update is called once per frame
+ void Update ()
+ {
+ if (HOTween.GetAllTweens ().Count == 0 && ShouldTransit) {
+ if (_redirectedScene != string.Empty) {
+ Application.LoadLevel (_redirectedScene);
+ }
+ }
+ 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 == this.name)) {
+ GetComponent().PlayOneShot (MenuSound);
+ Util.ButtonPressAnimation (hit.transform.gameObject);
+ ShouldTransit = true;
+ Time.timeScale = 1;
+ }
+
+ }
+ }
+ }
+
+ }
\ No newline at end of file
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diff --git a/Assets/Asset Packs/Ultimate GUI Kit/Script/GameStateManager.cs b/Assets/Asset Packs/Ultimate GUI Kit/Script/GameStateManager.cs
new file mode 100644
index 0000000..f2d267f
--- /dev/null
+++ b/Assets/Asset Packs/Ultimate GUI Kit/Script/GameStateManager.cs
@@ -0,0 +1,126 @@
+using System.Collections.Generic;
+using UnityEngine;
+
+public class GameStateManager : MonoBehaviour
+{
+ private static GameStateManager instance;
+
+ public static bool ScoringLockout = true;
+
+ public static int StartingLives = 3, StartingScore = 0;
+ private int lives, score;
+ private int? highScore;
+
+ private string username = null;
+ public static Texture UserTexture;
+ public static Texture FriendTexture = null;
+ private string friendName = null;
+ private string friendID = null;
+
+ public static bool IsFullscreen = false;
+
+ public bool Immortal;
+ private static bool immortal;
+
+ public static int ToSmash = -1;
+
+ public static string FriendID
+ {
+ set { Instance.friendID = value; }
+ get { return Instance.friendID; }
+ }
+
+ public static string FriendName
+ {
+ set { Instance.friendName = value; }
+ get { return Instance.friendName == null ? "Blue Guy" : Instance.friendName; }
+ }
+
+ public static Dictionary leaderboard;
+
+ void Start()
+ {
+ lives = StartingLives;
+ score = StartingScore;
+ immortal = Instance.Immortal;
+ ScoringLockout = false;
+ Time.timeScale = 1.0f;
+ }
+
+ public void StartGame()
+ {
+ Start();
+ }
+
+ void Awake()
+ {
+ DontDestroyOnLoad(this);
+ }
+
+ public static GameStateManager Instance { get { return current(); } }
+ public static int Score { get { return Instance.score; } }
+ public static int HighScore { get { return Instance.highScore.HasValue ? Instance.highScore.Value : 0; } set { Instance.highScore = value; }}
+ public static int LivesRemaining { get { return Instance.lives; } }
+ public static string Username
+ {
+ get { return Instance.username; }
+ set { Instance.username = value; }
+ }
+ delegate GameStateManager InstanceStep();
+
+ static InstanceStep init = delegate()
+ {
+ GameObject container = new GameObject("GameStateManagerManager");
+ instance = container.AddComponent();
+ instance.lives = StartingLives;
+ instance.score = StartingScore;
+ instance.highScore = null;
+ current = then;
+ return instance;
+ };
+ static InstanceStep then = delegate() { return instance; };
+ static InstanceStep current = init;
+
+ public static void onFriendDie()
+ {
+ if (--Instance.lives == 0)
+ {
+ EndGame();
+ }
+ }
+
+ public static void onFriendSmash()
+ {
+ if (!ScoringLockout) ++Instance.score;
+ }
+
+ public static void onEnemySmash(GameObject enemy)
+ {
+ // Instance.fatalEnemy = enemy;
+
+ }
+
+ public static void EndGame()
+ {
+ if (immortal) return;
+ GameObject[] friends = GameObject.FindGameObjectsWithTag("Friend");
+ GameObject[] enemies = GameObject.FindGameObjectsWithTag("Enemy");
+ foreach (GameObject t in friends)
+ {
+ Destroy(t);
+ }
+ foreach (GameObject t in enemies)
+ {
+ Destroy(t);
+ }
+ FbDebug.Log("EndGame Instance.highScore = " + Instance.highScore + "\nInstance.score = " + Instance.score);
+
+
+ Instance.highScore = Instance.score;
+ FbDebug.Log("Player has new high score :" + Instance.score);
+
+
+ Application.LoadLevel("MainMenu");
+ Time.timeScale = 0.0f;
+ }
+}
diff --git a/Assets/Asset Packs/Ultimate GUI Kit/Script/GameStateManager.cs.meta b/Assets/Asset Packs/Ultimate GUI Kit/Script/GameStateManager.cs.meta
new file mode 100644
index 0000000..29d07b7
--- /dev/null
+++ b/Assets/Asset Packs/Ultimate GUI Kit/Script/GameStateManager.cs.meta
@@ -0,0 +1,10 @@
+fileFormatVersion: 2
+guid: e65ba8df973e84847aefe317bf7f0b6f
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Asset Packs/Ultimate GUI Kit/Script/Main.cs b/Assets/Asset Packs/Ultimate GUI Kit/Script/Main.cs
new file mode 100644
index 0000000..96ac629
--- /dev/null
+++ b/Assets/Asset Packs/Ultimate GUI Kit/Script/Main.cs
@@ -0,0 +1,409 @@
+using UnityEngine;
+using System.Collections;
+using Holoville.HOTween;
+
+///
+/// This class is the main entry point of the game it should be attached to a gameobject and be instanciate in the scene
+/// Author : Pondomaniac Games
+///
+public class Main : MonoBehaviour
+{
+
+
+
+ public GameObject _Tutorial;//Tutorial GameObject
+ public int _scoreIncrement;//The amount of point to increment each time we score
+ private int _scoreTotal = 0;//The score
+ float progress = 0;//The progress bar progress
+ public float _timerCoef ;//The progress bar speed
+ public GameObject _Time;//The timer
+ public GameObject _PauseButton;//The pause button we use in the scene
+ private bool isPaused = false ;//A flag indicating if the game is paused
+ private bool isEnded = false ;//A flag indicating if the game has ended
+ private bool isCountingDown = true ;//A flag indicating if the game is counting down
+ public GameObject _ReloadButton;//The reload button we use in the scene
+ public GameObject _PlayButton;//The play button we use in the scene
+ public GameObject _MenuButton;//The menu button we use in the scene
+ public GameObject _PausedBackground;//The pause background
+ float timing = 0;//The local timer
+ public GameObject _TimeIsUp;//The object indicating if the time is up
+ public GameObject _MessageEffectWhenShown;//A particul effect we can use when a message is shown
+ bool _BestScoreReached = false ;//A flag indicating if the bestscore has been reached
+ bool _BestLevelReached = false ;//A flag indicating if the bestlevel has been reached
+ public GameObject _CurrentScore;//The current score in the scene
+ public GameObject _BestScore;//The best score in the scene
+ public GameObject _CurrentLevel;//The current level in the scene
+ public GameObject _BestLevel;//The best level in the scene
+ public GameObject _ScoreBoard;//The score board when the game has ended or when the time is up
+ public GameObject _FaceBookButton;//The facebook button to share the score with friends
+ public GameObject _Level;//Level reached
+ public GameObject _LevelTextValue;//Level reached text value
+ public GameObject _CountDown;//The CountDown object that is not used directly that we use to replicate the style when displaying countdown
+ public GameObject _TestScore;//The testscore button used to test the score and level increment
+ public GameObject _TestLevelEnd;//The testscore button used to test the rnd of the level
+ public AudioClip PowerSound;//The sound heared when we level up
+ public AudioClip MenuSound;//The sound heared when we click on a button
+ int level = 0;
+ float maxProgress = 0;
+ float ScoreByLevel = 0;
+ public AudioClip LevelUpSound;
+ public AudioClip TimeUpSound;
+ public AudioClip BestScoreSound;
+ public AudioClip EndSound;
+ public AudioClip CountDownSound;
+
+ // Use this for initialization
+ void Start ()
+ {
+
+ UpdateLevel (0);
+ progress = (float)(timing * _timerCoef);
+ //_Timer new Rect(pos.x, pos.y, size.x, size.y), progressBarEmpty);
+ _Time.transform.localScale = new Vector3 (Mathf.Clamp01 (progress), _Time.transform.localScale.y, 0);
+
+ StartCoroutine (Init ());
+ }
+
+ // 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 == _MenuButton.name) {
+ GetComponent().PlayOneShot (MenuSound);
+ hit.transform.localScale = new Vector3 (1.1f, 1.1f, 0);
+ Application.LoadLevel ("MainMenu");
+ }
+ if (hit.transform.gameObject.name == _FaceBookButton.name) {
+ hit.transform.localScale = new Vector3 (1.5f, 1.5f, 0);
+ onBragClicked ();
+ }
+ if (hit.transform.gameObject.name == _ReloadButton.name) {
+ GetComponent().PlayOneShot (MenuSound);
+ Time.timeScale = 1;
+ isPaused = false;
+ HOTween.Play ();
+ hit.transform.localScale = new Vector3 (1.1f, 1.1f, 0);
+ Application.LoadLevel (Application.loadedLevelName);
+ }
+ if (hit.transform.gameObject.name == _PauseButton.name && !isPaused && !isCountingDown && !isEnded && HOTween.GetTweenersByTarget (_PlayButton.transform, false).Count == 0 && HOTween.GetTweenersByTarget (_MenuButton.transform, false).Count == 0) {
+ GetComponent().PlayOneShot (MenuSound);
+ StartCoroutine (ShowMenu ());
+ hit.transform.localScale = new Vector3 (1.1f, 1.1f, 0);
+ } else if ((hit.transform.gameObject.name == _PauseButton.name || hit.transform.gameObject.name == _PlayButton.name) && !isEnded && !isCountingDown && isPaused && HOTween.GetTweenersByTarget (_PlayButton.transform, false).Count == 0 && HOTween.GetTweenersByTarget (_MenuButton.transform, false).Count == 0) {
+ GetComponent().PlayOneShot (MenuSound);
+ StartCoroutine (HideMenu ());
+ hit.transform.localScale = new Vector3 (1f, 1f, 0);
+ } else if ((hit.transform.gameObject.name == _TestScore.name) && !isEnded && !isCountingDown && !isPaused) {
+ GetComponent().PlayOneShot (MenuSound);
+ _scoreTotal += _scoreIncrement;
+ UpdateLevel (20 * _scoreIncrement);
+ Util.ButtonPressAnimation (hit.transform.gameObject);
+ } else if ((hit.transform.gameObject.name == _TestLevelEnd.name) && !isEnded && !isCountingDown && !isPaused) {
+ isEnded = true;
+ isPaused = true;
+ StartCoroutine (ShowBoardScore ());
+ Util.ButtonPressAnimation (hit.transform.gameObject);
+ //Update the Level
+ UpdateReachedLevel ();
+ }
+
+
+
+ }
+ }
+ if (isPaused)
+ return;
+
+ if (! isPaused) {
+ timing += 0.001f;
+ progress = (float)(timing * _timerCoef);
+ _Time.transform.localScale = new Vector3 (Mathf.Clamp01 (progress), _Time.transform.localScale.y, 0);
+
+
+ }
+ if (Mathf.Clamp01 (progress) >= 1) {
+ isEnded = true;
+ isPaused = true;
+ TweenParms parms = new TweenParms ().Prop ("position", new Vector3 (_TimeIsUp.transform.position.x, -0.85f, -6)).Ease (EaseType.EaseOutQuart);
+ HOTween.To (_TimeIsUp.transform, 0.5f, parms).WaitForCompletion ();
+ StartCoroutine (ShowBoardScore ());
+
+ }
+ //Update the score
+ (GetComponent (typeof(TextMesh))as TextMesh).text = _scoreTotal.ToString ();
+ if (PlayerPrefs.GetInt ("HighScore") < _scoreTotal && !_BestScoreReached) {
+ _BestScoreReached = true;
+ }
+ if (PlayerPrefs.GetInt ("HighLevel") < level && !_BestLevelReached) {
+ _BestLevelReached = true;
+ }
+
+
+
+
+
+ }
+ //Update the Level
+ void UpdateLevel (int score)
+ {
+ ScoreByLevel += score;
+ maxProgress = (float)Mathf.Floor (250 * (level + 1));
+ _Level.transform.localScale = new Vector3 ((float)(ScoreByLevel / maxProgress), _Level.transform.localScale.y, 0);
+
+ if (Mathf.Clamp01 (_Level.transform.localScale.x) >= 1) {
+ //_Level.transform.localScale= new Vector3 (0, _Level.transform.localScale.y, 0) ;
+ //Order is important for calculus
+ level += 1;
+ ScoreByLevel = 0;
+ timing = 0;
+ GetComponent().PlayOneShot (PowerSound);
+ TweenParms parms = new TweenParms ().Prop ("localScale", new Vector3 (0, _Level.transform.localScale.y, -6)).Ease (EaseType.EaseOutQuart);
+ HOTween.To (_Level.transform, 0.5f, parms).WaitForCompletion ();
+ parms = new TweenParms ().Prop ("localScale", new Vector3 (0, _Time.transform.localScale.y, -6)).Ease (EaseType.EaseOutQuart);
+ HOTween.To (_Time.transform, 0.5f, parms).WaitForCompletion ();
+
+ (_LevelTextValue.GetComponent (typeof(TextMesh))as TextMesh).text = level.ToString ();
+
+ var destroyingParticle = GameObject.Instantiate (_LevelTextValue as GameObject, new Vector3 (_LevelTextValue.transform.position.x, _LevelTextValue.transform.position.y, _LevelTextValue.transform.position.z - 1), transform.rotation) as GameObject;
+ Color oldColor = destroyingParticle.GetComponent().material.color;
+ parms = new TweenParms ().Prop ("color", new Color (oldColor.r, oldColor.b, oldColor.g, 0f)).Ease (EaseType.EaseOutQuart);
+ HOTween.To ((destroyingParticle.GetComponent (typeof(TextMesh))as TextMesh), 4f, parms);
+ parms = new TweenParms ().Prop ("fontSize", 150).Ease (EaseType.EaseOutQuart);
+ HOTween.To ((destroyingParticle.GetComponent (typeof(TextMesh))as TextMesh), 2f, parms);
+ Destroy (destroyingParticle, 5);
+
+ } else {
+ (_LevelTextValue.GetComponent (typeof(TextMesh))as TextMesh).text = level.ToString ();
+
+ }
+
+ }
+ //Show the bestscore board
+ IEnumerator ShowBoardScore ()
+ {
+ GetComponent().Stop ();
+ GetComponent().PlayOneShot (TimeUpSound);
+ yield return new WaitForSeconds (0.5f);
+ GetComponent().PlayOneShot (EndSound);
+ (_BestScore.GetComponent (typeof(TextMesh))as TextMesh).text = "" + PlayerPrefs.GetInt ("HighScore");
+ (_BestLevel.GetComponent (typeof(TextMesh))as TextMesh).text = "" + PlayerPrefs.GetInt ("HighLevel");
+ (_CurrentScore.GetComponent (typeof(TextMesh))as TextMesh).text = "" + _scoreTotal;
+ (_CurrentLevel.GetComponent (typeof(TextMesh))as TextMesh).text = "" + (_LevelTextValue.GetComponent (typeof(TextMesh))as TextMesh).text;
+ SetScore (_scoreTotal);
+ yield return new WaitForSeconds (1);
+ TweenParms parms = new TweenParms ().Prop ("position", new Vector3 (_ScoreBoard.transform.position.x, 5f, _ScoreBoard.transform.position.z)).Ease (EaseType.EaseOutQuart);
+ HOTween.To (_ScoreBoard.transform, 0.5f, parms);
+ //_MenuButton.transform.position = new Vector3 (4, _MenuButton.transform.position.y, _MenuButton.transform.position.z);
+ parms = new TweenParms ().Prop ("position", new Vector3 (_MenuButton.transform.position.x, 1.7f, -8)).Ease (EaseType.EaseOutQuart);
+ HOTween.To (_MenuButton.transform, 0.7f, parms).WaitForCompletion ();
+ parms = new TweenParms ().Prop ("position", new Vector3 (_ReloadButton.transform.position.x, 1.7f, -8)).Ease (EaseType.EaseOutQuart);
+ HOTween.To (_ReloadButton.transform, 0.9f, parms).WaitForCompletion ();
+ }
+ //Update the pause menu
+ IEnumerator ShowMenu ()
+ {
+ isPaused = true;
+ HOTween.Pause ();
+ GetComponent().Pause ();
+
+ TweenParms parms = new TweenParms ().Prop ("position", new Vector3 (_PausedBackground.transform.position.x, 4, -5)).Ease (EaseType.EaseOutQuart);
+ HOTween.To (_PausedBackground.transform, 0.2f, parms).WaitForCompletion ();
+
+ parms = new TweenParms ().Prop ("position", new Vector3 (_PlayButton.transform.position.x, 3.5f, -6)).Ease (EaseType.EaseOutQuart);
+ HOTween.To (_PlayButton.transform, 0.4f, parms).WaitForCompletion ();
+
+ parms = new TweenParms ().Prop ("position", new Vector3 (_ReloadButton.transform.position.x, 3.5f, -6)).Ease (EaseType.EaseOutQuart);
+ HOTween.To (_ReloadButton.transform, 0.5f, parms).WaitForCompletion ();
+
+ parms = new TweenParms ().Prop ("position", new Vector3 (_MenuButton.transform.position.x, 3.5f, -6)).Ease (EaseType.EaseOutQuart);
+ yield return StartCoroutine (HOTween.To (_MenuButton.transform, 0.6f, parms).WaitForCompletion ());
+
+
+ Time.timeScale = 0;
+
+
+ }
+ //Hide the pause menu
+ IEnumerator HideMenu ()
+ {
+ Time.timeScale = 1;
+ isPaused = false;
+ HOTween.Play ();
+
+ TweenParms parms = new TweenParms ().Prop ("position", new Vector3 (_PausedBackground.transform.position.x, 16, -5)).Ease (EaseType.EaseOutQuart);
+ HOTween.To (_PausedBackground.transform, 0.6f, parms).WaitForCompletion ();
+
+ parms = new TweenParms ().Prop ("position", new Vector3 (_PlayButton.transform.position.x, 16, -6)).Ease (EaseType.EaseOutQuart);
+ HOTween.To (_PlayButton.transform, 0.4f, parms).WaitForCompletion ();
+ GetComponent().Play ();
+
+ parms = new TweenParms ().Prop ("position", new Vector3 (_ReloadButton.transform.position.x, 16, -6)).Ease (EaseType.EaseOutQuart);
+ HOTween.To (_ReloadButton.transform, 0.5f, parms).WaitForCompletion ();
+
+
+ parms = new TweenParms ().Prop ("position", new Vector3 (_MenuButton.transform.position.x, 16, -6)).Ease (EaseType.EaseOutQuart);
+ yield return StartCoroutine (HOTween.To (_MenuButton.transform, 0.2f, parms).WaitForCompletion ());
+
+ }
+
+
+ //Where facebook button is clicked
+ private void onBragClicked ()
+ {
+ if (!FB.IsLoggedIn) {
+ // Initialize FB SDK
+ enabled = false;
+ FB.Init (SetInit, OnHideUnity);
+ FB.Login ("email,publish_actions", LoginCallback);
+ }
+
+
+ FbDebug.Log ("onBragClicked");
+ FB.Feed (
+ linkCaption: "I just scored " + _scoreTotal + " ! Can you beat it?",
+ picture: "http://static.wix.com/media/13f8cb_48245b5b162848f493d15a0f40e05b6b.png?dn=Icone_300.png",
+ linkName: "Checkout my MatchMania greatness! Can you beat me?",
+ link: "http://apps.facebook.com/" + FB.AppId + "/?challenge_brag=" + (FB.IsLoggedIn ? FB.UserId : "guest")
+ );
+ }
+
+ void LoginCallback (FBResult result)
+ {
+ FbDebug.Log ("LoginCallback");
+
+ if (FB.IsLoggedIn) {
+ OnLoggedIn ();
+ }
+ }
+
+ void OnLoggedIn ()
+ {
+ FbDebug.Log ("Logged in. ID: " + FB.UserId);
+ // Request player info and profile picture
+ onBragClicked ();
+
+ }
+
+ private void SetInit ()
+ {
+ FbDebug.Log ("SetInit");
+ enabled = true; // "enabled" is a property inherited from MonoBehaviour
+ if (FB.IsLoggedIn) {
+ FbDebug.Log ("Already logged in");
+ OnLoggedIn ();
+ }
+ }
+
+ private void OnHideUnity (bool isGameShown)
+ {
+ FbDebug.Log ("OnHideUnity");
+ if (!isGameShown) {
+ // pause the game - we will need to hide
+ Time.timeScale = 0;
+ } else {
+ // start the game back up - we're getting focus again
+ Time.timeScale = 1;
+ }
+ }
+
+ //Setting the score in the player preferences
+ void SetScore (int _scoreTotal)
+ {
+ PlayerPrefs.SetInt ("LastScore", _scoreTotal);
+ if (PlayerPrefs.GetInt ("HighScore") < _scoreTotal) {
+
+ PlayerPrefs.SetInt ("HighScore", _scoreTotal);
+ GetComponent().PlayOneShot (BestScoreSound);
+ }
+ if (PlayerPrefs.GetInt ("HighLevel") < _scoreTotal) {
+ //PlayerPrefs.SetInt ("OldHighLevel",PlayerPrefs.GetInt ("HighLevel"));
+ PlayerPrefs.SetInt ("HighLevel", int.Parse ((_LevelTextValue.GetComponent (typeof(TextMesh))as TextMesh).text));
+
+ }
+ }
+
+ //Show a message in the screen
+ IEnumerator Init ()
+ {
+ isPaused = true;
+ Vector3 center = Camera.main.ScreenToWorldPoint (new Vector3 (Screen.width / 2, Screen.height / 2, Camera.main.nearClipPlane));
+ //PlayerPrefs.SetInt ("Tutorial", 0);
+ if (PlayerPrefs.GetInt ("Tutorial") != 1) {
+ var isOkay = false;
+
+ while (isOkay==false) {
+ if (Input.GetButtonDown ("Fire1")) {
+ isOkay = true;
+ TweenParms parms = new TweenParms ().Prop ("localPosition", new Vector3 (100, 0, -10)).Ease (EaseType.EaseOutQuart);
+ HOTween.To (_Tutorial.transform, 3f, parms);
+ PlayerPrefs.SetInt ("Tutorial", 1);
+
+ }
+ yield return 0;
+ }
+
+ } else {
+ _Tutorial.transform.localPosition = new Vector3 (100, 0, -10);
+
+ }
+ //Count down from 3,2,1 Go!
+ AnimateBigSmall (_CountDown, new Vector3 (center.x, center.y, -5), "3");
+ GetComponent().PlayOneShot (CountDownSound);
+ yield return new WaitForSeconds (0.7f);
+ AnimateBigSmall (_CountDown, new Vector3 (center.x, center.y, -5), "2");
+ GetComponent().PlayOneShot (CountDownSound);
+ yield return new WaitForSeconds (0.7f);
+ AnimateBigSmall (_CountDown, new Vector3 (center.x, center.y, -5), "1");
+ GetComponent().PlayOneShot (CountDownSound);
+ yield return new WaitForSeconds (0.7f);
+ AnimateBigSmall (_CountDown, new Vector3 (center.x, center.y, -5), "Go!");
+ GetComponent().PlayOneShot (CountDownSound);
+ yield return new WaitForSeconds (0.5f);
+ isPaused = false;
+ isCountingDown = false;
+ }
+
+ //Gameobject animation from big to small when showing a message
+ void AnimateBigSmall (GameObject go, Vector3 position, string s)
+ {
+ var destroyingParticle = GameObject.Instantiate (go as GameObject, position, transform.rotation) as GameObject;
+ (destroyingParticle.GetComponent (typeof(TextMesh))as TextMesh).text = s;
+ Color oldColor2 = destroyingParticle.GetComponent().material.color;
+ TweenParms parms2 = new TweenParms ().Prop ("color", new Color (oldColor2.r, oldColor2.b, oldColor2.g, 0f)).Ease (EaseType.EaseOutQuart);
+ HOTween.To ((destroyingParticle.GetComponent (typeof(TextMesh))as TextMesh), 4f, parms2);
+ parms2 = new TweenParms ().Prop ("fontSize", 200).Ease (EaseType.EaseOutQuart);
+ HOTween.To ((destroyingParticle.GetComponent (typeof(TextMesh))as TextMesh), 3f, parms2);
+ Destroy (destroyingParticle, 4);
+ }
+
+ //Update the reached level in the player preferences
+ void UpdateReachedLevel ()
+ {
+
+
+ int LoadedSceneIndexInSettings = -1;
+ int ReachedLevelIndexIndexInSettings = -1;
+ for (int i=0; i<=ButtonRedirect.scenes.Length-1; i++) {
+ if (Application.loadedLevelName == ButtonRedirect.scenes [i])
+ LoadedSceneIndexInSettings = i;
+ if (PlayerPrefs.GetString ("ReachedLevel") == ButtonRedirect.scenes [i])
+ ReachedLevelIndexIndexInSettings = i;
+ }
+ if (LoadedSceneIndexInSettings >= ReachedLevelIndexIndexInSettings && (ButtonRedirect.scenes.Length - 1 >= LoadedSceneIndexInSettings + 1)) {
+ PlayerPrefs.SetString ("ReachedLevel", ButtonRedirect.scenes [LoadedSceneIndexInSettings + 1]);
+ Debug.Log (ButtonRedirect.scenes [LoadedSceneIndexInSettings + 1]);
+ }
+ }
+}
+
diff --git a/Assets/Asset Packs/Ultimate GUI Kit/Script/Main.cs.meta b/Assets/Asset Packs/Ultimate GUI Kit/Script/Main.cs.meta
new file mode 100644
index 0000000..f88aed0
--- /dev/null
+++ b/Assets/Asset Packs/Ultimate GUI Kit/Script/Main.cs.meta
@@ -0,0 +1,10 @@
+fileFormatVersion: 2
+guid: 1b8fba5683cadd2408bf3acf08818bdf
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Asset Packs/Ultimate GUI Kit/Script/MainMenu.cs b/Assets/Asset Packs/Ultimate GUI Kit/Script/MainMenu.cs
new file mode 100644
index 0000000..ea7a7e4
--- /dev/null
+++ b/Assets/Asset Packs/Ultimate GUI Kit/Script/MainMenu.cs
@@ -0,0 +1,297 @@
+using UnityEngine;
+using System.Collections;
+using System.Collections.Generic;
+using System;
+using Holoville.HOTween;
+
+///
+/// This class is the MainMenu class that contain the logic of the menu
+/// Author : Pondomaniac Games
+///
+public class MainMenu : MonoBehaviour {
+ public GameObject _Logo;//The animated logos
+ public GameObject _PlayButton;//The play button
+ public GameObject _PurchaseButton;//The purchase button
+ public GameObject _BestScore;//The bestscore text
+ public GameObject _BestLevel;//The level text
+ public GameObject _FacebookButton;//The facebook button to connect
+ public GameObject _AddCoinsButton;//The button used to add coins
+
+ public GameObject _MoreTimeButton;//The more time button
+ public GameObject _LuckButton;//The luck button
+ public GameObject _Luckx2Button;//The luck x 2 button
+ public GameObject _MoreTimeButtonText;//The more time text
+ public GameObject _LuckButtonText;//The luck text
+ public GameObject _Luckx2ButtonText;//The luck x 2 text
+ private Boolean _IsMoreTime;//More time flag
+ private Boolean _IsLuck;//Luck flag
+ private Boolean _IsLuckx2;//Luck x 2 flag
+
+ public GameObject _50CoinsButton;//50 Coins
+ public GameObject _100CoinsButton;//100 Coins
+ public GameObject _200CoinsButton;//200 Coins
+ public GameObject _300CoinsButton;//300 Coins
+
+ public GameObject _GoldValue;//Gold value text
+ public GameObject _GoldValue2;//Gold value text 2
+
+ public GameObject _TransitionPlayButton;//The small play button
+ public GameObject _TransitionReturnButton;//The return button
+ public GameObject _StoreReturnButton;//The return button to the store
+ public GameObject _MainMenuPanel;//The main panel
+ public GameObject _PowerPanel;//The panel that contains powers
+ public GameObject _StorePanel;//The panel that contains the store
+ // Use this for initialization
+ //private static List