using JetBrains.Annotations; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.UI; public class saveLevel : MonoBehaviour { public bool IsReborn; public Button[] Level; public Button Boss1; public Button QL1; public GameObject OW; public int Minus; public int CompleteRight; public int CompleteLeft; public int CompleteCenter; public Button[] RightLevels; public Button[] LeftLevels; public Button[] CenterLevels; public int LevelCompl; public int NPC0QP; private void Start() { // QL1.interactable = false; CompleteRight = PlayerPrefs.GetInt("CompleteRightL"); CompleteLeft = PlayerPrefs.GetInt("CompleteLeftL"); CompleteCenter = PlayerPrefs.GetInt("CompleteCenterL"); LevelCompl = PlayerPrefs.GetInt("LevelComplete"); NPC0QP = PlayerPrefs.GetInt("NPC0QP"); try { if (LevelCompl >= 28) { Boss1.interactable = true; } else { Boss1.interactable = false; } } catch { } //if (NPC0QP > 1 && LevelCompl >= 15) // { // QL1.interactable = true; // } if (OW != null) { if (LevelCompl > 10) { OW.SetActive(true); } else { OW.SetActive(false); } } if (!IsReborn) { for (int i = 0; i < Level.Length; i++) { Level[i].interactable = false; Debug.Log(Level[i]); } for (int i = 0; i <= LevelCompl - Minus; i++) { Level[i].interactable = true; Debug.Log(Level[i]); } } else { for (int i = 0; i < RightLevels.Length; i++) { RightLevels[i].interactable = false; } for (int i = 0; i < LeftLevels.Length; i++) { LeftLevels[i].interactable = false; } for (int i = 0; i < CenterLevels.Length; i++) { CenterLevels[i].interactable = false; } for (int i = 0; i < CompleteRight; i++) { RightLevels[i+1].interactable = true; } for (int i = 0; i < CompleteLeft; i++) { LeftLevels[i+1].interactable = true; } LeftLevels[0].interactable = true; RightLevels[0].interactable = true; //for (int i = 0; i <= CompleteCenter; i++) //{ // CenterLevels[i].interactable = true; //} if (CompleteLeft >= 20 && CompleteRight >= 10) { CenterLevels[0].interactable = true; } } } }