using System.Collections.Generic; using UnityEngine; using System.Collections; public class LevelSelector : MonoBehaviour { public GameObject levelButtonPrefab; public GameObject parent; public List ButtonLevelSelectors = new List(); const int OFFSET = 140; const int BUTTON_SPACING = 120; void Start() { //PlayerPrefs.SetInt("Level", 5); int numOfLevels = LevelsManager.Instance.levels.Length; int posY = OFFSET; for (int i = 0; i < numOfLevels; i++) { Transform button = NGUITools.AddChild(parent, levelButtonPrefab).transform; Vector3 pos = new Vector3(0, posY, 0); button.localPosition = pos; posY -= BUTTON_SPACING; var label = button.GetComponentInChildren(); label.text = string.Format(Localization.instance.Get("levelButton.text"), i+1); //+1 since players prefer 1-based ButtonLevelSelector buttonLevelSelector = button.GetComponent(); buttonLevelSelector.levelIndex = i; ButtonLevelSelectors.Add(buttonLevelSelector); } ActivateCountButtonLevel(); } void ActivateCountButtonLevel() { int playerLevel = PlayerPrefs.GetInt("Level"); if(playerLevel==0) { PlayerPrefs.SetInt("Level", 1); } playerLevel = PlayerPrefs.GetInt("Level"); //Debug.Log(playerLevel); for (int i = 0; i < ButtonLevelSelectors.Count; i++) { if(i>playerLevel-1) { ButtonLevelSelectors[i].ButtonWithTwoState.DeactivateButton(); } else { ButtonLevelSelectors[i].ButtonWithTwoState.ActivateButton(); } } } void OnEnable() { //Debug.Log("ActivateCountButtonLevel"); ActivateCountButtonLevel(); } /*void Update() { }*/ }