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Commit ca6364b9 authored by PET Computação's avatar PET Computação
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arrumada como settar a dificuldade

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...@@ -47,6 +47,7 @@ ...@@ -47,6 +47,7 @@
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Compile Include="Assets\Scripts\SairJogo.cs" /> <Compile Include="Assets\Scripts\SairJogo.cs" />
<Compile Include="Assets\Scripts\config.cs" />
<Compile Include="Assets\Scripts\helpScript.cs" /> <Compile Include="Assets\Scripts\helpScript.cs" />
<Compile Include="Assets\Scripts\ilha.cs" /> <Compile Include="Assets\Scripts\ilha.cs" />
<Compile Include="Assets\Scripts\levelManager.cs" /> <Compile Include="Assets\Scripts\levelManager.cs" />
...@@ -54,9 +55,6 @@ ...@@ -54,9 +55,6 @@
<Compile Include="Assets\Scripts\onda.cs" /> <Compile Include="Assets\Scripts\onda.cs" />
<Compile Include="Assets\Scripts\texture2D.cs" /> <Compile Include="Assets\Scripts\texture2D.cs" />
<None Include="Assets\Fonts\SIL Open Font License.txt" /> <None Include="Assets\Fonts\SIL Open Font License.txt" />
<Reference Include="UnityEngine.Advertisements">
<HintPath>/opt/Unity/Editor/Data/UnityExtensions/Unity/Advertisements/UnityEngine.Advertisements.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.UI"> <Reference Include="UnityEngine.UI">
<HintPath>/opt/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll</HintPath> <HintPath>/opt/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll</HintPath>
</Reference> </Reference>
...@@ -72,9 +70,6 @@ ...@@ -72,9 +70,6 @@
<Reference Include="UnityEngine.HoloLens"> <Reference Include="UnityEngine.HoloLens">
<HintPath>/opt/Unity/Editor/Data/UnityExtensions/Unity/UnityHoloLens/RuntimeEditor/UnityEngine.HoloLens.dll</HintPath> <HintPath>/opt/Unity/Editor/Data/UnityExtensions/Unity/UnityHoloLens/RuntimeEditor/UnityEngine.HoloLens.dll</HintPath>
</Reference> </Reference>
<Reference Include="UnityEngine.Purchasing">
<HintPath>/opt/Unity/Editor/Data/UnityExtensions/Unity/UnityPurchasing/UnityEngine.Purchasing.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.VR"> <Reference Include="UnityEngine.VR">
<HintPath>/opt/Unity/Editor/Data/UnityExtensions/Unity/UnityVR/RuntimeEditor/UnityEngine.VR.dll</HintPath> <HintPath>/opt/Unity/Editor/Data/UnityExtensions/Unity/UnityVR/RuntimeEditor/UnityEngine.VR.dll</HintPath>
</Reference> </Reference>
......
MenuJapa/Assets/Images/configPlaca.png

146 KiB

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MenuJapa/Assets/Images/icon.png

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class config : MonoBehaviour {
private GameObject canv;
[SerializeField] private Text[] texts;
// Use this for initialization
void Start () {
// pegando a referência das placas iniciais para fazer o controle de sumir/aparecer
canv = GameObject.Find("Canvas");
// Dificuldade 1 = fácil, 2 = médio, 3 = difícil
// Se não existe Dificuldade ainda, nós a definiremos aqui e botaremos como padrão a dificuldade como fácil
if (PlayerPrefs.GetInt("dificuldade") != 1 && PlayerPrefs.GetInt("dificuldade") != 2 && PlayerPrefs.GetInt("dificuldade") != 3)
{
PlayerPrefs.SetInt("dificuldade", 1);
}
// temos que mudar a cor inicial da dificuldade para amarelo, para a pessoa saber em que dificuldade estamos
texts[PlayerPrefs.GetInt("dificuldade")-1].color = new Color(0.9F, 0.79F, 0.31F, 1.0F); // amarelo
// sumimos com a placa de config
gameObject.SetActive(false);
}
// no click de voltar, fazemos com que o canvas apareça e com que essa placa suma
public void Click () {
canv.SetActive(true);
gameObject.SetActive(false);
}
// no click de abrir configurações, fazemos com que essa placa apareça e que o canvas com as placas sumam
public void OpenConfig ()
{
gameObject.SetActive(true);
canv.SetActive(false);
}
// quando clicamos para mudar a dificuldade, fazemos com que a cor do botão anterior fique branca, com que a clicada fique amarela e mudamos a playerpref de dificuldade
public void ChangeDiff (int dif)
{
texts[PlayerPrefs.GetInt("dificuldade")-1].color = new Color (1, 1, 1, 1);
texts[dif-1].color = new Color (0.9F, 0.79F, 0.31F, 1.0F);
PlayerPrefs.SetInt("dificuldade", dif);
}
}
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