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using UnityEngine;
using UnityEngine.UI;
public class RoundCounter : MonoBehaviour
{
public int p1Rounds;
public int p2Rounds;
public int p1Points;
public int p2Points;
public Transform p1Parent;
public Transform p2Parent;
public Color offColor;
public Populate p1Populate;
public Populate p2Populate;
private int roundsNeeded;
private void Start()
{
p1Parent.gameObject.SetActive(value: true);
p2Parent.gameObject.SetActive(value: true);
}
public void UpdateRounds(int r1, int r2)
{
p1Rounds = r1;
p2Rounds = r2;
ReDraw();
}
private void Clear()
{
for (int i = 0; i < p1Parent.childCount; i++)
{
if (p1Populate.transform.GetChild(i).gameObject.activeSelf)
{
Object.Destroy(p1Populate.transform.GetChild(i).gameObject);
}
}
for (int j = 0; j < p2Parent.childCount; j++)
{
if (p2Populate.transform.GetChild(j).gameObject.activeSelf)
{
Object.Destroy(p2Populate.transform.GetChild(j).gameObject);
}
}
}
private void Populate()
{
p1Populate.times = roundsNeeded;
p1Populate.DoPopulate();
p2Populate.times = roundsNeeded;
p2Populate.DoPopulate();
}
public void UpdatePoints(int p1, int p2)
{
p1Points = p1;
p2Points = p2;
ReDraw();
}
private void ReDraw()
{
for (int i = 0; i < p1Parent.childCount; i++)
{
if (p1Rounds + p1Points > i)
{
p1Parent.GetChild(i).GetComponentInChildren<Image>().color = PlayerSkinBank.GetPlayerSkinColors(0).winText;
if (p1Rounds > i)
{
p1Parent.GetChild(i).localScale = Vector3.one;
}
}
else
{
p1Parent.GetChild(i).GetComponentInChildren<Image>().color = offColor;
p1Parent.GetChild(i).localScale = Vector3.one * 0.3f;
}
}
for (int j = 0; j < p2Parent.childCount; j++)
{
if (p2Rounds + p2Points > j)
{
p2Parent.GetChild(j).GetComponentInChildren<Image>().color = PlayerSkinBank.GetPlayerSkinColors(1).winText;
if (p2Rounds > j)
{
p2Parent.GetChild(j).localScale = Vector3.one;
}
}
else
{
p2Parent.GetChild(j).GetComponentInChildren<Image>().color = offColor;
p2Parent.GetChild(j).localScale = Vector3.one * 0.3f;
}
}
}
internal Vector3 GetPointPos(int teamID)
{
if (teamID == 0)
{
return p1Parent.GetChild(p1Rounds).transform.position;
}
return p2Parent.GetChild(p2Rounds).transform.position;
}
internal void SetNumberOfRounds(int roundsToWinGame)
{
roundsNeeded = roundsToWinGame;
Clear();
Populate();
ReDraw();
}
}
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