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SnowBallRefactoring
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SnowBallRefactoring
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Assets/Scripts/Level_pick.cs
338 строк
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crypt
Мой первый проект. Старт рефакторинга.
21 июл 2026, 18:23
21 июл 2026, 18:23
bef234c
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using UnityEngine; using UnityEngine.UI; using System.Collections; using UnityEngine.SceneManagement; public class Level_pick : MonoBehaviour { public GameObject lvl_1; public GameObject lvl_2; public GameObject lvl_3; public GameObject lvl_4; public GameObject lvl_5; public GameObject lvl_6; public GameObject lvl_7; public GameObject lvl_8; public GameObject lvl_9; public GameObject lvl_10; // public GameObject lvl_bonus; public Sprite sp1, sp2,sp3,sp4,sp5,sp6,sp7,sp8,sp9,sp10, sp_lock,bonus; public static int helper_level; static int opening_level = 0; void Start() { opening_level = PlayerPrefs.GetInt("pick_level"); if (opening_level <= 0) { opening_level = 1; PlayerPrefs.SetInt("pick_level", opening_level); } switch (opening_level) { case 1: start_game_push.start_game_bool = false; lvl_1.GetComponent<SpriteRenderer>().sprite = sp1; lvl_2.GetComponent<SpriteRenderer>().sprite = sp_lock; lvl_3.GetComponent<SpriteRenderer>().sprite = sp_lock; lvl_4.GetComponent<SpriteRenderer>().sprite = sp_lock; lvl_5.GetComponent<SpriteRenderer>().sprite = sp_lock; lvl_6.GetComponent<SpriteRenderer>().sprite = sp_lock; lvl_7.GetComponent<SpriteRenderer>().sprite = sp_lock; lvl_8.GetComponent<SpriteRenderer>().sprite = sp_lock; lvl_9.GetComponent<SpriteRenderer>().sprite = sp_lock; lvl_10.GetComponent<SpriteRenderer>().sprite = sp_lock; // lvl_bonus.GetComponent<SpriteRenderer>().sprite = sp_lock; break; case 2: start_game_push.start_game_bool = false; lvl_1.GetComponent<SpriteRenderer>().sprite = sp1; lvl_2.GetComponent<SpriteRenderer>().sprite = sp2; lvl_3.GetComponent<SpriteRenderer>().sprite = sp_lock; lvl_4.GetComponent<SpriteRenderer>().sprite = sp_lock; lvl_5.GetComponent<SpriteRenderer>().sprite = sp_lock; lvl_6.GetComponent<SpriteRenderer>().sprite = sp_lock; lvl_7.GetComponent<SpriteRenderer>().sprite = sp_lock; lvl_8.GetComponent<SpriteRenderer>().sprite = sp_lock; lvl_9.GetComponent<SpriteRenderer>().sprite = sp_lock; lvl_10.GetComponent<SpriteRenderer>().sprite = sp_lock; // lvl_bonus.GetComponent<SpriteRenderer>().sprite = sp_lock; break; case 3: lvl_1.GetComponent<SpriteRenderer>().sprite = sp1; lvl_2.GetComponent<SpriteRenderer>().sprite = sp2; lvl_3.GetComponent<SpriteRenderer>().sprite = sp3; lvl_4.GetComponent<SpriteRenderer>().sprite = sp_lock; lvl_5.GetComponent<SpriteRenderer>().sprite = sp_lock; lvl_6.GetComponent<SpriteRenderer>().sprite = sp_lock; lvl_7.GetComponent<SpriteRenderer>().sprite = sp_lock; lvl_8.GetComponent<SpriteRenderer>().sprite = sp_lock; lvl_9.GetComponent<SpriteRenderer>().sprite = sp_lock; lvl_10.GetComponent<SpriteRenderer>().sprite = sp_lock; // lvl_bonus.GetComponent<SpriteRenderer>().sprite = sp_lock; start_game_push.start_game_bool = false; break; case 4: lvl_1.GetComponent<SpriteRenderer>().sprite = sp1; lvl_2.GetComponent<SpriteRenderer>().sprite = sp2; lvl_3.GetComponent<SpriteRenderer>().sprite = sp3; lvl_4.GetComponent<SpriteRenderer>().sprite = sp4; lvl_5.GetComponent<SpriteRenderer>().sprite = sp_lock; lvl_6.GetComponent<SpriteRenderer>().sprite = sp_lock; lvl_7.GetComponent<SpriteRenderer>().sprite = sp_lock; lvl_8.GetComponent<SpriteRenderer>().sprite = sp_lock; lvl_9.GetComponent<SpriteRenderer>().sprite = sp_lock; lvl_10.GetComponent<SpriteRenderer>().sprite = sp_lock; // lvl_bonus.GetComponent<SpriteRenderer>().sprite = sp_lock; start_game_push.start_game_bool = false; break; case 5: lvl_1.GetComponent<SpriteRenderer>().sprite = sp1; lvl_2.GetComponent<SpriteRenderer>().sprite = sp2; lvl_3.GetComponent<SpriteRenderer>().sprite = sp3; lvl_4.GetComponent<SpriteRenderer>().sprite = sp4; lvl_5.GetComponent<SpriteRenderer>().sprite = sp5; lvl_6.GetComponent<SpriteRenderer>().sprite = sp_lock; lvl_7.GetComponent<SpriteRenderer>().sprite = sp_lock; lvl_8.GetComponent<SpriteRenderer>().sprite = sp_lock; lvl_9.GetComponent<SpriteRenderer>().sprite = sp_lock; lvl_10.GetComponent<SpriteRenderer>().sprite = sp_lock; // lvl_bonus.GetComponent<SpriteRenderer>().sprite = sp_lock; start_game_push.start_game_bool = false; break; case 6: lvl_1.GetComponent<SpriteRenderer>().sprite = sp1; lvl_2.GetComponent<SpriteRenderer>().sprite = sp2; lvl_3.GetComponent<SpriteRenderer>().sprite = sp3; lvl_4.GetComponent<SpriteRenderer>().sprite = sp4; lvl_5.GetComponent<SpriteRenderer>().sprite = sp5; lvl_6.GetComponent<SpriteRenderer>().sprite = sp6; lvl_7.GetComponent<SpriteRenderer>().sprite = sp_lock; lvl_8.GetComponent<SpriteRenderer>().sprite = sp_lock; lvl_9.GetComponent<SpriteRenderer>().sprite = sp_lock; lvl_10.GetComponent<SpriteRenderer>().sprite = sp_lock; // lvl_bonus.GetComponent<SpriteRenderer>().sprite = sp_lock; start_game_push.start_game_bool = false; break; case 7: lvl_1.GetComponent<SpriteRenderer>().sprite = sp1; lvl_2.GetComponent<SpriteRenderer>().sprite = sp2; lvl_3.GetComponent<SpriteRenderer>().sprite = sp3; lvl_4.GetComponent<SpriteRenderer>().sprite = sp4; lvl_5.GetComponent<SpriteRenderer>().sprite = sp5; lvl_6.GetComponent<SpriteRenderer>().sprite = sp6; lvl_7.GetComponent<SpriteRenderer>().sprite = sp7; lvl_8.GetComponent<SpriteRenderer>().sprite = sp_lock; lvl_9.GetComponent<SpriteRenderer>().sprite = sp_lock; lvl_10.GetComponent<SpriteRenderer>().sprite = sp_lock; // lvl_bonus.GetComponent<SpriteRenderer>().sprite = sp_lock; start_game_push.start_game_bool = false; break; case 8: lvl_1.GetComponent<SpriteRenderer>().sprite = sp1; lvl_2.GetComponent<SpriteRenderer>().sprite = sp2; lvl_3.GetComponent<SpriteRenderer>().sprite = sp3; lvl_4.GetComponent<SpriteRenderer>().sprite = sp4; lvl_5.GetComponent<SpriteRenderer>().sprite = sp5; lvl_6.GetComponent<SpriteRenderer>().sprite = sp6; lvl_7.GetComponent<SpriteRenderer>().sprite = sp7; lvl_8.GetComponent<SpriteRenderer>().sprite = sp8; lvl_9.GetComponent<SpriteRenderer>().sprite = sp_lock; lvl_10.GetComponent<SpriteRenderer>().sprite = sp_lock; // lvl_bonus.GetComponent<SpriteRenderer>().sprite = sp_lock; start_game_push.start_game_bool = false; break; case 9: lvl_1.GetComponent<SpriteRenderer>().sprite = sp1; lvl_2.GetComponent<SpriteRenderer>().sprite = sp2; lvl_3.GetComponent<SpriteRenderer>().sprite = sp3; lvl_4.GetComponent<SpriteRenderer>().sprite = sp4; lvl_5.GetComponent<SpriteRenderer>().sprite = sp5; lvl_6.GetComponent<SpriteRenderer>().sprite = sp6; lvl_7.GetComponent<SpriteRenderer>().sprite = sp7; lvl_8.GetComponent<SpriteRenderer>().sprite = sp8; lvl_9.GetComponent<SpriteRenderer>().sprite = sp9; lvl_10.GetComponent<SpriteRenderer>().sprite = sp_lock; // lvl_bonus.GetComponent<SpriteRenderer>().sprite = sp_lock; start_game_push.start_game_bool = false; break; case 10: lvl_1.GetComponent<SpriteRenderer>().sprite = sp1; lvl_2.GetComponent<SpriteRenderer>().sprite = sp2; lvl_3.GetComponent<SpriteRenderer>().sprite = sp3; lvl_4.GetComponent<SpriteRenderer>().sprite = sp4; lvl_5.GetComponent<SpriteRenderer>().sprite = sp5; lvl_6.GetComponent<SpriteRenderer>().sprite = sp6; lvl_7.GetComponent<SpriteRenderer>().sprite = sp7; lvl_8.GetComponent<SpriteRenderer>().sprite = sp8; lvl_9.GetComponent<SpriteRenderer>().sprite = sp9; lvl_10.GetComponent<SpriteRenderer>().sprite = sp10; // lvl_bonus.GetComponent<SpriteRenderer>().sprite = sp_lock; start_game_push.start_game_bool = false; break; case 11: lvl_1.GetComponent<SpriteRenderer>().sprite = sp1; lvl_2.GetComponent<SpriteRenderer>().sprite = sp2; lvl_3.GetComponent<SpriteRenderer>().sprite = sp3; lvl_4.GetComponent<SpriteRenderer>().sprite = sp4; lvl_5.GetComponent<SpriteRenderer>().sprite = sp5; lvl_6.GetComponent<SpriteRenderer>().sprite = sp6; lvl_7.GetComponent<SpriteRenderer>().sprite = sp7; lvl_8.GetComponent<SpriteRenderer>().sprite = sp8; lvl_9.GetComponent<SpriteRenderer>().sprite = sp9; lvl_10.GetComponent<SpriteRenderer>().sprite = sp10; // lvl_bonus.GetComponent<SpriteRenderer>().sprite = bonus; start_game_push.start_game_bool = false; break; } } void OnGUI() { if (Input.GetKeyUp(KeyCode.Escape)) { SceneManager.LoadSceneAsync("main_menu"); } } public void install_lvl_1() { helper_level = 1; } public void install_lvl_2() { helper_level = 2; } public void install_lvl_3() { helper_level = 3; } public void install_lvl_4() { helper_level = 4; } public void install_lvl_5() { helper_level = 5; } public void install_lvl_6() { helper_level = 6; } public void install_lvl_7() { helper_level = 7; } public void install_lvl_8() { helper_level = 8; } public void install_lvl_9() { helper_level = 9; } public void install_lvl_10() { helper_level = 10; } public void install_bonus() { helper_level = 11; } public static void switch_level() { switch (helper_level) { case 1: if (helper_level <= opening_level) { SceneManager.LoadSceneAsync("Level_1"); } break; case 2: if (helper_level <= opening_level) SceneManager.LoadSceneAsync("Level_2"); break; case 3: if (helper_level <= opening_level) SceneManager.LoadSceneAsync("Level_3"); break; case 4: if (helper_level<=opening_level) SceneManager.LoadSceneAsync("Level_4"); break; case 5: if (helper_level <= opening_level) SceneManager.LoadSceneAsync("Level_5"); break; case 6: if (helper_level <= opening_level) SceneManager.LoadSceneAsync("Level_6"); break; case 7: if (helper_level <= opening_level) SceneManager.LoadSceneAsync("Level_7"); break; case 8: if (helper_level <= opening_level) SceneManager.LoadSceneAsync("Level_8"); break; case 9: if (helper_level <= opening_level) SceneManager.LoadSceneAsync("Level_9"); break; case 10: if (helper_level <= opening_level) SceneManager.LoadSceneAsync("Level_10"); break; case 11: if (helper_level <= opening_level) SceneManager.LoadSceneAsync("bonus"); break; } } public void del_plpr() { PlayerPrefs.DeleteAll(); } }