Commit f510b065 by Juan Carlos

Merge branch 'Power_Ups' into Release

parents 1c46009c f864c3a6
Showing with 855 additions and 133 deletions
...@@ -62,32 +62,34 @@ ...@@ -62,32 +62,34 @@
</Reference> </Reference>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Compile Include="Assets\MainMenu\Scripts\LoadMenu.cs" />
<Compile Include="Assets\MainMenu\Scripts\MainMenu.cs" /> <Compile Include="Assets\MainMenu\Scripts\MainMenu.cs" />
<Compile Include="Assets\MainMenu\Scripts\SeleccionNivel.cs" />
<Compile Include="Assets\Player\Scripts\BalaFlauta.cs" /> <Compile Include="Assets\Player\Scripts\BalaFlauta.cs" />
<Compile Include="Assets\Player\Scripts\BalaGuitarra.cs" /> <Compile Include="Assets\Player\Scripts\BalaGuitarra.cs" />
<Compile Include="Assets\Player\Scripts\BalasGuitarra.cs" /> <Compile Include="Assets\Player\Scripts\BalasGuitarra.cs" />
<Compile Include="Assets\Player\Scripts\Player2D.cs" /> <Compile Include="Assets\Player\Scripts\Player2D.cs" />
<Compile Include="Assets\Scripts\ScriptColeccionables.cs" /> <Compile Include="Assets\Scripts\Coleccionables.cs" />
<Compile Include="Assets\Scripts\GuardarYCargar.cs" />
<Compile Include="Assets\Scripts\PowerUp.cs" />
<Compile Include="Assets\Scripts\ZonaFinal.cs" /> <Compile Include="Assets\Scripts\ZonaFinal.cs" />
<None Include="Assets\TextMesh Pro\Resources\Shaders\TMP_SDF-Surface-Mobile.shader" /> <None Include="Assets\MainMenu\TextMesh Pro\Resources\Shaders\TMP_SDF-Surface-Mobile.shader" />
<None Include="Assets\TextMesh Pro\Resources\LineBreaking Leading Characters.txt" /> <None Include="Assets\MainMenu\TextMesh Pro\Resources\LineBreaking Leading Characters.txt" />
<None Include="Assets\TextMesh Pro\Resources\Shaders\TMPro_Properties.cginc" /> <None Include="Assets\MainMenu\TextMesh Pro\Resources\Shaders\TMPro_Properties.cginc" />
<None Include="Assets\TextMesh Pro\Resources\Shaders\TMP_Bitmap-Custom-Atlas.shader" /> <None Include="Assets\MainMenu\TextMesh Pro\Resources\Shaders\TMP_Bitmap-Custom-Atlas.shader" />
<None Include="Assets\TextMesh Pro\Resources\LineBreaking Following Characters.txt" /> <None Include="Assets\MainMenu\TextMesh Pro\Resources\LineBreaking Following Characters.txt" />
<None Include="Assets\TextMesh Pro\Sprites\EmojiOne Attribution.txt" /> <None Include="Assets\MainMenu\TextMesh Pro\Sprites\EmojiOne Attribution.txt" />
<None Include="Assets\TextMesh Pro\Resources\Shaders\TMP_SDF-Mobile Masking.shader" /> <None Include="Assets\MainMenu\TextMesh Pro\Resources\Shaders\TMP_SDF-Mobile Masking.shader" />
<None Include="Assets\TextMesh Pro\Resources\Shaders\TMP_Bitmap-Mobile.shader" /> <None Include="Assets\MainMenu\TextMesh Pro\Resources\Shaders\TMP_Bitmap-Mobile.shader" />
<None Include="Assets\TextMesh Pro\Resources\Shaders\TMP_SDF Overlay.shader" /> <None Include="Assets\MainMenu\TextMesh Pro\Resources\Shaders\TMP_SDF Overlay.shader" />
<None Include="Assets\TextMesh Pro\Fonts\LiberationSans - OFL.txt" /> <None Include="Assets\MainMenu\TextMesh Pro\Fonts\LiberationSans - OFL.txt" />
<None Include="Assets\TextMesh Pro\Resources\Shaders\TMPro_Surface.cginc" /> <None Include="Assets\MainMenu\TextMesh Pro\Resources\Shaders\TMPro_Surface.cginc" />
<None Include="Assets\TextMesh Pro\Resources\Shaders\TMP_SDF-Mobile Overlay.shader" /> <None Include="Assets\MainMenu\TextMesh Pro\Resources\Shaders\TMP_SDF-Mobile Overlay.shader" />
<None Include="Assets\TextMesh Pro\Resources\Shaders\TMP_Bitmap.shader" /> <None Include="Assets\MainMenu\TextMesh Pro\Resources\Shaders\TMP_Bitmap.shader" />
<None Include="Assets\TextMesh Pro\Resources\Shaders\TMPro.cginc" /> <None Include="Assets\MainMenu\TextMesh Pro\Resources\Shaders\TMPro.cginc" />
<None Include="Assets\TextMesh Pro\Resources\Shaders\TMP_SDF.shader" /> <None Include="Assets\MainMenu\TextMesh Pro\Resources\Shaders\TMP_SDF.shader" />
<None Include="Assets\TextMesh Pro\Resources\Shaders\TMP_SDF-Mobile.shader" /> <None Include="Assets\MainMenu\TextMesh Pro\Resources\Shaders\TMP_SDF-Mobile.shader" />
<None Include="Assets\TextMesh Pro\Resources\Shaders\TMP_Sprite.shader" /> <None Include="Assets\MainMenu\TextMesh Pro\Resources\Shaders\TMP_Sprite.shader" />
<None Include="Assets\TextMesh Pro\Resources\Shaders\TMP_SDF-Surface.shader" /> <None Include="Assets\MainMenu\TextMesh Pro\Resources\Shaders\TMP_SDF-Surface.shader" />
<Reference Include="Unity.Timeline.Editor"> <Reference Include="Unity.Timeline.Editor">
<HintPath>C:/Users/JC/Desktop/DesarrolloDeVideojuegos_Proyecto/Videojuegos_Proyecto/Library/ScriptAssemblies/Unity.Timeline.Editor.dll</HintPath> <HintPath>C:/Users/JC/Desktop/DesarrolloDeVideojuegos_Proyecto/Videojuegos_Proyecto/Library/ScriptAssemblies/Unity.Timeline.Editor.dll</HintPath>
</Reference> </Reference>
......
...@@ -2,10 +2,16 @@ ...@@ -2,10 +2,16 @@
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.SceneManagement; using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class MainMenu : MonoBehaviour public class MainMenu : MonoBehaviour
{ {
public void PlayGame() {
public void NewGame() {
Coleccionables.iniciali = false;
Coleccionables.niActual = 0;
Coleccionables.Modificado();
SceneManager.LoadScene("SampleScene"); SceneManager.LoadScene("SampleScene");
} }
...@@ -14,7 +20,7 @@ public class MainMenu : MonoBehaviour ...@@ -14,7 +20,7 @@ public class MainMenu : MonoBehaviour
} }
public void LoadGame() { public void LoadGame() {
SceneManager.LoadScene("LoadScene"); SceneManager.LoadScene("SeleccionNivel");
} }
public void ExtrasScreen() { public void ExtrasScreen() {
......
...@@ -2,21 +2,36 @@ ...@@ -2,21 +2,36 @@
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.SceneManagement; using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class LoadMenu : MonoBehaviour public class SeleccionNivel : MonoBehaviour
{ {
public void BackMainMenu() public Text infoColeccLVL1;
public Coleccionables GameManager;
private void Start()
{ {
SceneManager.LoadScene("MenuInicial"); GuardarYCargar.Cargar(GameManager, "slotColeccionables");
Coleccionables.CargarDatos();
} }
public void LoadSavedState1() void Update()
{ {
//Cargar partida 1 //Coloco los coleccionables conseguidos en cada nivel
infoColeccLVL1.text = Coleccionables.cConseguidos[Coleccionables.niActual] + "/" + Coleccionables.cTotales[Coleccionables.niActual];
} }
public void LoadSaveState2() public void BackMainMenu()
{ {
//Cargar partida 2 SceneManager.LoadScene("MenuInicial");
} }
public void SeleccionarNivel(int numeroNivel)
{
Coleccionables.niActual = numeroNivel;
SceneManager.LoadScene("SampleScene"); // SceneManager.LoadScene("Nivel" + numeroNivel);
}
} }
...@@ -22,7 +22,6 @@ public class Player2D : MonoBehaviour ...@@ -22,7 +22,6 @@ public class Player2D : MonoBehaviour
private int instrumentoUsandose = 0; /* 0 = flauta, 1 = guitarra */ private int instrumentoUsandose = 0; /* 0 = flauta, 1 = guitarra */
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
...@@ -202,11 +201,16 @@ public class Player2D : MonoBehaviour ...@@ -202,11 +201,16 @@ public class Player2D : MonoBehaviour
private void OnTriggerEnter2D(Collider2D collision) private void OnTriggerEnter2D(Collider2D collision)
{ {
if (collision.tag == "Coleccionable") { if (collision.tag == "Coleccionable") {
ScriptColeccionables.variablesPorNivel[ScriptColeccionables.nivelJugandoseAhora].colecConseguidos++;
Coleccionables.cConseguidos[Coleccionables.niActual]++;
for (int i = 0; i < Coleccionables.pColecNivel1.Length; i++) {
if (Coleccionables.pColecNivel1[i] == collision.transform.position) { Coleccionables.pColecNivel1[i] = new Vector3(0, 0, 0); }
}
Coleccionables.Modificado();
Destroy(collision.gameObject); Destroy(collision.gameObject);
Debug.Log(ScriptColeccionables.variablesPorNivel[ScriptColeccionables.nivelJugandoseAhora].colecConseguidos+"/"+ //Quitar este Debug.Log cuando tengamos el nivel actual
ScriptColeccionables.variablesPorNivel[ScriptColeccionables.nivelJugandoseAhora].coleccionables); Debug.Log(Coleccionables.cConseguidos[Coleccionables.niActual] + "/" + Coleccionables.cTotales[Coleccionables.niActual]);
} }
} }
} }
...@@ -9,7 +9,7 @@ GameObject: ...@@ -9,7 +9,7 @@ GameObject:
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...@@ -10,8 +10,8 @@ GameObject: ...@@ -10,8 +10,8 @@ GameObject:
m_Component: m_Component:
- component: {fileID: 5557318670751642272} - component: {fileID: 5557318670751642272}
- component: {fileID: 5557318670751642273} - component: {fileID: 5557318670751642273}
- component: {fileID: 5557318670751642275}
- component: {fileID: 5557318670751642274} - component: {fileID: 5557318670751642274}
- component: {fileID: 5557318670751642275}
m_Layer: 0 m_Layer: 0
m_Name: ZonaFinal m_Name: ZonaFinal
m_TagString: Untagged m_TagString: Untagged
...@@ -82,22 +82,6 @@ SpriteRenderer: ...@@ -82,22 +82,6 @@ SpriteRenderer:
m_WasSpriteAssigned: 1 m_WasSpriteAssigned: 1
m_MaskInteraction: 0 m_MaskInteraction: 0
m_SpriteSortPoint: 0 m_SpriteSortPoint: 0
--- !u!114 &5557318670751642275
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canvasColecionableDesbloqueados: {fileID: 0}
SitioImagenPartitura: {fileID: 0}
canvasVictoria: {fileID: 0}
infoColeccionables: {fileID: 0}
--- !u!61 &5557318670751642274 --- !u!61 &5557318670751642274
BoxCollider2D: BoxCollider2D:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
...@@ -124,3 +108,19 @@ BoxCollider2D: ...@@ -124,3 +108,19 @@ BoxCollider2D:
serializedVersion: 2 serializedVersion: 2
m_Size: {x: 0.7, y: 0.7} m_Size: {x: 0.7, y: 0.7}
m_EdgeRadius: 0 m_EdgeRadius: 0
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...@@ -2028,7 +2028,7 @@ MonoBehaviour: ...@@ -2028,7 +2028,7 @@ MonoBehaviour:
m_PersistentCalls: m_PersistentCalls:
m_Calls: m_Calls:
- m_Target: {fileID: 572894596} - m_Target: {fileID: 572894596}
m_MethodName: PlayGame m_MethodName: NewGame
m_Mode: 1 m_Mode: 1
m_Arguments: m_Arguments:
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......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Coleccionables : MonoBehaviour
{
//VACIAR LA MEMORIA PARA EL EJECUTABLE DEL JUEGO: edit -> "Clear All PlayerPrefs"
public bool inicializado = false; //NO TOCAR
public GameObject prefabColeccionable;
public bool NO_TOCAR_LAS_VARIABLES_DESDE_AQUI = true;
public int numeroNiveles = 1;
public int nivelActual = 0; //El primer nivel es el 0, aunque dentro del juego y en la escena se llamara nivel 1. Podria haber otra variable que indique hasta que nivel se ha desbloqueado.
//Cambiar tamaño de los siguientes arrays a igual que el numeroNiveles
public int[] coleccTotales = new int[1];
public int[] colecConseguidos = new int[1];
public int[] enemigosTotales = new int[1];
public int[] enemigosDerrotados = new int[1];
public bool[] ventanaMostrada = new bool[1];
public string[] nombreImagenPartitura = new string[1];
public Vector3[] posicionesColecNivel1 = new Vector3[4]; //Si posicionesColecNivel1[i] = (0, 0, 0) ese coleccionable ya ha sido recogido
//Estas son las variables con las que trabajarán los demás scripts:
public static bool iniciali = false;
public static int niActual;
public static int[] cTotales;
public static int[] cConseguidos;
public static int[] eTotales;
public static int[] eDerrotados;
public static bool[] vMostrada;
public static string[] nIPartitura;
public static Vector3[] pColecNivel1; //Si posicionesColecNivel1[i] = (0, 0, 0) ese coleccionable ya ha sido recogido
private static bool modificado = false; //Cada vez que modificas un dato de este script fuera tienes que llamar a su funcion
private static bool cargarDatos = false; //Cada vez que uses la funcion de GuardarYCargar.Cargar(); hay que usar esta despues.
// Start is called before the first frame update
void Awake()
{
if (!iniciali) {
inicializado = true;//NO TOCAR
iniciali = true;
for (int i = 0; i < numeroNiveles; i++) {
colecConseguidos[i] = 0;
enemigosDerrotados[i] = 0;
ventanaMostrada[i] = false;
}
//Habria que para cada nivel completar estas variables de cada array
// TOCAR AQUI{
enemigosTotales[0] = 2;
nombreImagenPartitura[0] = "Partitura-completa-1";
coleccTotales[0] = 5; //El ultimo coleccionable se consigue al derrotar a todos los enemigos, asi que aqui abajo hay el numero de coleccTotales - 1 de coleccionables
posicionesColecNivel1[0] = new Vector3(-5.48f, 0.01f, 0);
posicionesColecNivel1[1] = new Vector3(-3.08f, 0.01f, 0);
posicionesColecNivel1[2] = new Vector3(-1.78f, -1.78f, 0);
posicionesColecNivel1[3] = new Vector3( 1.48f, -1.78f, 0);
// }
niActual = nivelActual;
cTotales = coleccTotales;
cConseguidos = colecConseguidos;
eTotales = enemigosTotales;
eDerrotados = enemigosDerrotados;
vMostrada = ventanaMostrada;
nIPartitura = nombreImagenPartitura;
pColecNivel1 = posicionesColecNivel1;
}
}
private void Start()
{
for (int i = 0; i < pColecNivel1.Length; i++)
{
if (pColecNivel1[i] != new Vector3(0, 0, 0))
{
Instantiate(prefabColeccionable, pColecNivel1[i], Quaternion.identity);
}
}
Modificado();
}
// Update is called once per frame
void Update()
{
if (cargarDatos) {
niActual = nivelActual;
cTotales = coleccTotales;
cConseguidos = colecConseguidos;
eTotales = enemigosTotales;
eDerrotados = enemigosDerrotados;
vMostrada = ventanaMostrada;
nIPartitura = nombreImagenPartitura;
pColecNivel1 = posicionesColecNivel1;
iniciali = inicializado;
cargarDatos = false;
}
if (modificado) {
nivelActual = niActual;
coleccTotales = cTotales;
colecConseguidos = cConseguidos;
enemigosTotales = eTotales;
enemigosDerrotados = eDerrotados;
ventanaMostrada = vMostrada;
posicionesColecNivel1 = pColecNivel1;
inicializado = iniciali;
modificado = false;
}
}
//Si no se llama a esta función no se guardaran los datos correctamente
public static void Modificado() {
modificado = true;
}
public static void CargarDatos() {
cargarDatos = true;
}
}
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......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GuardarYCargar : MonoBehaviour
{
public static void Guardar(MonoBehaviour script, string nombreSlot) {
string queGuarda = JsonUtility.ToJson(script);
//Debug.Log(queGuarda);
PlayerPrefs.SetString(nombreSlot, queGuarda);
}
public static void Cargar(MonoBehaviour script, string nombreSlot) {
JsonUtility.FromJsonOverwrite(PlayerPrefs.GetString(nombreSlot), script);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PowerUp : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
private void OnTriggerEnter2D(Collider2D other)
{
if (other.CompareTag("Player")) {
if (this.CompareTag("PU_Velocidad")) {
Debug.Log("El jugador ha chocado con el power up de velocidad");
other.GetComponent<Player2D>().velocidadAlAndar = 6.0f;
StartCoroutine(CogerVelocidad(other));
}
if (this.CompareTag("PU_Invulnerabilidad")) {
Debug.Log("El jugador ha chocado con el power up de invulnerabilidad");
Destroy(gameObject);
}
if (this.CompareTag("PU_Vida")) {
Debug.Log("El jugador ha chocado con el power up de vida");
//other.GetComponent<Player2D>;
Destroy(gameObject);
}
}
}
void DesactivarObjeto() {
GetComponent<SpriteRenderer>().enabled = false;
GetComponent<BoxCollider2D>().enabled = false;
}
IEnumerator CogerVelocidad(Collider2D player) {
DesactivarObjeto();
yield return new WaitForSeconds(5.0f);
player.GetComponent<Player2D>().velocidadAlAndar = 3.0f;
Destroy(gameObject);
}
IEnumerator CogerInvulnerabilidad(Collider2D player)
{
DesactivarObjeto();
yield return new WaitForSeconds(5.0f);
Destroy(gameObject);
}
void CogerVida(Collider2D player)
{
Destroy(gameObject);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ScriptColeccionables : MonoBehaviour
{
/**
*NOTAS PARA LOS DEMAS COMPIS DE EQUIPO:
* - Hay que indicar a "nivelJugandoseAhora" el nivel actual
* - Los coleccionables lleverán la etiqueta: "coleccionable"
* - Los enemigos llevarán la capa (layer) "Enemigo"
* - En el script del enemigo, cada vez que se derrote a uno, este tendrá un condicional que preguntará si es el último, en caso afirmativo, instanciara
* en su posicion un prefab del coleccionable. A su vez también mira que no se haya conseguido el extra antes, es decir, si hay 5 enemigos en total y
* en el array de enemigos derrotados aparece que han sido derrotados 5 significa que ya se derrotaron los cinco cuando se jugó al nivel anteriormente.
* Para evitar lios dejo aqui abajo el condicional que hay que poner para que solo se tenga que copiar y pegar donde indico.
* ESTE CONDICIONAL ESTÁ EN LA FUNCIÓN DONDE MUERE O SE DERROTA AL ENEMIGO QUE SEA
if (ScriptColeccionables.variablesPorNivel[ScriptColeccionables.nivelJugandoseAhora].enemigosDerrotados !=
ScriptColeccionables.variablesPorNivel[ScriptColeccionables.nivelJugandoseAhora].enemigos)
{
if (ScriptColeccionables.variablesPorNivel[ScriptColeccionables.nivelJugandoseAhora].enemigosDerrotados ==
ScriptColeccionables.variablesPorNivel[ScriptColeccionables.nivelJugandoseAhora].enemigos-1)
{
//AQUI SE INSTANCIA EL PREFAB DEL COLECCIONABLE
}
ScriptColeccionables.variablesPorNivel[ScriptColeccionables.nivelJugandoseAhora].enemigosDerrotados++;
}
**/
//Forma de guardar los colecciobales que ya se han conseguido¿¿??
public struct VariablesNivel
{
public int enemigos; //El numero de enemigos a derrotar en el nivel para conseguir el coleccionable que se consigue por derrotar a todos los enemigos
public int enemigosDerrotados; //Al superar el nivel, si no se han derrotado todos los enemigos este debe volver a 0
public int coleccionables; //El numero de coleccionables que hay que conseguir para obtener una canción.
public int colecConseguidos; //Este valor debe mantenerse
public bool ventanaMostrada; //Te indica si ya se ha mostrado la ventana de que has conseguido la partitura de este nivel
public string rutaImagenPartitura; //Te indica donde está la imagen asociada a la partitura de este nivel
public VariablesNivel(int enemigosPorNivel_, int coleccionablesPorNivel_, string ruta)
{
enemigos = enemigosPorNivel_;
enemigosDerrotados = 0;
coleccionables = coleccionablesPorNivel_;
colecConseguidos = 0;
ventanaMostrada = false;
rutaImagenPartitura = ruta;
}
}
public int numeroDeNiveles = 1;
public static int nivelJugandoseAhora; //Es necesario indicar al script el nivel en el que nos encontramos o coger de donde sea el nivel actual
public static VariablesNivel[] variablesPorNivel;
void Start()
{
nivelJugandoseAhora = 0;
variablesPorNivel = new VariablesNivel[numeroDeNiveles];
//Hay que poner manualmente la cantidad de enemigos a derrotar, el numero de colecionables colocados y la ruta de la imagen
variablesPorNivel[0] = new VariablesNivel(3, 4, "Partitura-completa-1");
}
}
...@@ -20,6 +20,7 @@ public class ZonaFinal : MonoBehaviour ...@@ -20,6 +20,7 @@ public class ZonaFinal : MonoBehaviour
public GameObject SitioImagenPartitura; public GameObject SitioImagenPartitura;
public Canvas canvasVictoria; public Canvas canvasVictoria;
public Text infoColeccionables; public Text infoColeccionables;
public Coleccionables colecto;
private void Start() private void Start()
{ {
...@@ -29,45 +30,54 @@ public class ZonaFinal : MonoBehaviour ...@@ -29,45 +30,54 @@ public class ZonaFinal : MonoBehaviour
private void OnTriggerEnter2D(Collider2D collision) private void OnTriggerEnter2D(Collider2D collision)
{ {
GuardarYCargar.Guardar(colecto, "slotColeccionables");
//Si el jugador entra aqui significa que se ha pasado el nivel. Parar el tiempo de juego, //Si el jugador entra aqui significa que se ha pasado el nivel. Parar el tiempo de juego,
//entonces mirar el tema de los coleccionables. //entonces mirar el tema de los coleccionables.
Time.timeScale = 0; Time.timeScale = 0;
if (ScriptColeccionables.variablesPorNivel[ScriptColeccionables.nivelJugandoseAhora].colecConseguidos == if (!Coleccionables.vMostrada[Coleccionables.niActual] &&
ScriptColeccionables.variablesPorNivel[ScriptColeccionables.nivelJugandoseAhora].coleccionables) Coleccionables.cConseguidos[Coleccionables.niActual] == Coleccionables.cTotales[Coleccionables.niActual])
{ {
canvasColecionableDesbloqueados.gameObject.SetActive(true); canvasColecionableDesbloqueados.gameObject.SetActive(true);
Sprite imagenPartitura = Resources.Load<Sprite>(ScriptColeccionables.variablesPorNivel[ScriptColeccionables.nivelJugandoseAhora].rutaImagenPartitura); Sprite imagenPartitura = Resources.Load<Sprite>(Coleccionables.nIPartitura[Coleccionables.niActual]);
SitioImagenPartitura.GetComponent<Image>().sprite = imagenPartitura; SitioImagenPartitura.GetComponent<Image>().sprite = imagenPartitura;
Coleccionables.vMostrada[Coleccionables.niActual] = true;
Coleccionables.Modificado();
} }
else { else {
AbrirCanvasVictoria(); AbrirCanvasVictoria();
} }
GuardarYCargar.Guardar(colecto, "slotColeccionables");
} }
//Se abre al darle al boton siguiente desde el canvas "canvasColecionableDesbloqueados" o sino se han consguido todos los coleccionables //Se abre al darle al boton siguiente desde el canvas "canvasColecionableDesbloqueados" o sino se han consguido todos los coleccionables
public void AbrirCanvasVictoria() { public void AbrirCanvasVictoria() {
canvasColecionableDesbloqueados.gameObject.SetActive(false); canvasColecionableDesbloqueados.gameObject.SetActive(false);
canvasVictoria.gameObject.SetActive(true); canvasVictoria.gameObject.SetActive(true);
infoColeccionables.text = ScriptColeccionables.variablesPorNivel[ScriptColeccionables.nivelJugandoseAhora].colecConseguidos + "/" + infoColeccionables.text = Coleccionables.cConseguidos[Coleccionables.niActual] + "/" + Coleccionables.cTotales[Coleccionables.niActual] +" coleccionables encontrados";
ScriptColeccionables.variablesPorNivel[ScriptColeccionables.nivelJugandoseAhora].coleccionables + " coleccionables encontrados";
if (ScriptColeccionables.variablesPorNivel[ScriptColeccionables.nivelJugandoseAhora].enemigosDerrotados != if (Coleccionables.eDerrotados[Coleccionables.niActual] != Coleccionables.eTotales[Coleccionables.niActual]) {
ScriptColeccionables.variablesPorNivel[ScriptColeccionables.nivelJugandoseAhora].enemigos) {
//Este if hay que hacerlo siempre que se vaya a aumentar el contador de enemigo derrotado, para evitar que se den coleccionables extras //Este if hay que hacerlo siempre que se vaya a aumentar el contador de enemigo derrotado, para evitar que se den coleccionables extras
ScriptColeccionables.variablesPorNivel[ScriptColeccionables.nivelJugandoseAhora].enemigosDerrotados = 0; Coleccionables.eDerrotados[Coleccionables.niActual] = 0;
} }
} }
public void VolverALaSeleccionDeNivel() { public void VolverALaSeleccionDeNivel() {
Time.timeScale = 1; Time.timeScale = 1;
SceneManager.LoadScene("MenuInicial");//CAMBIAR PARA QUE VAYA A LA SELECCION DE NIVEL SceneManager.LoadScene("SeleccionNivel");//CAMBIAR PARA QUE VAYA A LA SELECCION DE NIVEL
} }
public void ReiniciarNivel() { public void ReiniciarNivel() {
if (Coleccionables.eDerrotados[Coleccionables.niActual] != Coleccionables.eTotales[Coleccionables.niActual])
{
//Este if hay que hacerlo siempre que se vaya a aumentar el contador de enemigo derrotado, para evitar que se den coleccionables extras
Coleccionables.eDerrotados[Coleccionables.niActual] = 0;
}
Time.timeScale = 1; Time.timeScale = 1;
SceneManager.LoadScene(SceneManager.GetActiveScene().name); SceneManager.LoadScene(SceneManager.GetActiveScene().name);
} }
......
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