PJ/Assets/scripts/saveLevel.cs

117 lines
3 KiB
C#
Executable file

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;
}
}
}
}