using UnityEngine; using UnityEngine.UI; using TMPro; using UnityEngine.SceneManagement; using System.Collections; public class LevelSelectController : MonoBehaviour { [Header("━━━ UI ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━")] public Button[] levelButtons; public TMP_Text[] levelNameTexts; public TMP_Text[] levelScoreTexts; [Header("━━━ BACK BUTONU ━━━━━━━━━━━━━━━━━━━━━━━")] public Button backButton; public string backSceneName = "Anamen"; [Header("━━━ AUDIO ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━")] public AudioSource sfxSource; public AudioClip clickSound; [Header("━━━ ANİMASYON ━━━━━━━━━━━━━━━━━━━━━━━━━")] [Range(0.005f, 0.1f)] public float buttonAniSpeed = 0.02f; private int langIndex; private Vector3[] originalScales; private Vector3[] originalPositions; // ============================================================ private readonly string[,] levelNames = new string[,] { { "Temel Selamlaşma ve İnsanlar","Basic Greetings & People","Saludos Básicos y Personas","Grundbegrüßungen & Menschen","Salutations de Base & Personnes","Saudações Básicas e Pessoas" }, { "Günlük Ev Nesneleri","Daily Household Items","Objetos del Hogar Diarios","Tägliche Haushaltsgegenstände","Objets Quotidiens de la Maison","Objetos Domésticos Diários" }, { "Yiyecekler ve İçecekler","Food & Drinks","Comida y Bebida","Essen & Getränke","Nourriture & Boissons","Comidas e Bebidas" }, { "Renkler, Şekiller ve Boyutlar","Colors, Shapes & Sizes","Colores, Formas y Tamaños","Farben, Formen & Größen","Couleurs, Formas & Tailles","Cores, Formas e Tamanhos" }, { "Zaman, Günler ve Mevsimler","Time, Days & Seasons","Tiempo, Días y Estaciones","Zeit, Tage & Jahreszeiten","Temps, Jours & Saisons","Tempo, Dias e Estações" }, { "Ev İçi Alanlar ve Temizlik","Home Areas & Cleaning","Áreas del Hogar y Limpieza","Hausbereiche & Reinigung","Espaces de Maison & Nettoyage","Áreas da Casa e Limpeza" }, { "Okul, Eğitim ve Ders Araçları","School, Education & Supplies","Escuela, Educación y Útiles","Schule, Bildung & Materialien","École, Éducation & Fournitures","Escola, Educação e Materiais" }, { "Vücut Parçaları ve Sağlık","Body Parts & Health","Partes del Cuerpo y Salud","Körperteile & Gesundheit","Parties du Corps & Santé","Partes do Corpo e Saúde" }, { "Doğa, Hava ve Çevre Unsurları","Nature, Weather & Environment","Naturaleza, Clima y Medio Ambiente","Natur, Wetter & Umwelt","Nature, Météo & Environnement","Natureza, Clima e Meio Ambiente" }, { "Evcil ve Vahşi Hayvanlar","Pets & Wild Animals","Mascotas y Animales Salvajes","Haustiere & Wildtiere","Animaux Domestiques & Sauvages","Animais Domésticos e Selvagens" }, { "Ulaşım Araçları ve Trafik","Transportation & Traffic","Transporte y Tráfico","Transport & Verkehr","Transport & Circulation","Transporte e Trânsito" }, { "Alışveriş ve Mağazalar","Shopping & Stores","Compras y Tiendas","Einkaufen & Geschäfte","Shopping & Magasins","Compras e Lojas" }, { "Spor Dalları ve Ekipmanları","Sports & Equipment","Deportes y Equipamiento","Sportarten & Ausrüstung","Sports & Équipement","Esportes e Equipamentos" }, { "Meslekler ve İş Alanları","Jobs & Work Fields","Profesiones y Áreas Laborales","Berufe & Arbeitsfelder","Métiers & Domaines de Travail","Profissões e Áreas de Trabalho" }, { "Şehir, Yerler ve Binalar","City, Places & Buildings","Ciudad, Lugares y Edificios","Stadt, Orte & Gebäude","Ville, Lieux & Bâtiments","Cidade, Lugares e Edifícios" }, { "Duygular, Durumlar ve Karakter","Emotions, States & Character","Emociones, Estados y Carácter","Gefühle, Zustände & Charakter","Émotions, États & Caractère","Emoções, Estados e Caráter" }, { "Seyahat, Tatil ve Turizm","Travel, Vacation & Tourism","Viajes, Vacaciones y Turismo","Reisen, Urlaub & Tourismus","Voyage, Vacances & Tourisme","Viagem, Férias e Turismo" }, { "Teknoloji, İnternet ve Cihazlar","Technology, Internet & Devices","Tecnología, Internet y Dispositivos","Technologie, Internet & Geräte","Technologie, Internet & Appareils","Tecnologia, Internet e Dispositivos" }, { "Çevre Koruma ve Geri Dönüşüm","Environmental Protection & Recycling","Protección Ambiental y Reciclaje","Umweltschutz & Recycling","Protection de l'Environnement & Recyclage","Proteção Ambiental e Reciclagem" }, { "İleri Günlük İfadeler ve İş Hayatı","Advanced Daily Phrases & Work Life","Frases Avanzadas y Vida Laboral","Fortgeschrittene Alltagssätze & Arbeitsleben","Phrases Avançées & Vie Professionnelle","Frases Avançadas e Vida Profissional" } }; private readonly string[] scoreLabel = { "Puan","Score","Puntuación","Punkte","Score","Pontuação" }; // ============================================================ void Start() { string ansLang = PlayerPrefs.GetString("AnswerLangCode", "tr").ToLower(); langIndex = GetLangIndex(ansLang); CacheButtonData(); SetupLevelNames(); LoadScoresToUI(); BindButtons(); // ─── Buton giriş animasyonu ─────────────── for (int i = 0; i < levelButtons.Length; i++) StartCoroutine(ButtonEnterAnim(levelButtons[i], i)); } // ============================================================ int GetLangIndex(string code) { return code switch { "tr" => 0, "en" => 1, "es" => 2, "de" => 3, "fr" => 4, "pt" => 5, _ => 1 }; } // ============================================================ void CacheButtonData() { if (levelButtons == null) return; originalScales = new Vector3[levelButtons.Length]; originalPositions = new Vector3[levelButtons.Length]; for (int i = 0; i < levelButtons.Length; i++) { if (levelButtons[i] == null) continue; originalScales[i] = levelButtons[i].transform.localScale; originalPositions[i] = levelButtons[i].transform.localPosition; } } // ============================================================ void SetupLevelNames() { if (levelNameTexts == null) return; for (int i = 0; i < levelNameTexts.Length; i++) if (levelNameTexts[i] != null) levelNameTexts[i].text = levelNames[i, langIndex]; } // ============================================================ void BindButtons() { if (levelButtons == null) return; for (int i = 0; i < levelButtons.Length; i++) { if (levelButtons[i] == null) continue; int id = i + 1; levelButtons[i].onClick.RemoveAllListeners(); levelButtons[i].onClick.AddListener(() => { PlayClick(); PlayerPrefs.SetInt("SelectedLevel", id); PlayerPrefs.Save(); SceneManager.LoadScene("LLGameScene_Level"); }); } if (backButton != null) backButton.onClick.AddListener(() => { PlayClick(); SceneManager.LoadScene(backSceneName); }); } // ============================================================ void LoadScoresToUI() { if (levelScoreTexts == null) return; for (int i = 0; i < levelScoreTexts.Length; i++) { if (levelScoreTexts[i] == null) continue; int levelID = i + 1; int highScore = PlayerPrefs.GetInt("HighScore_Level_" + levelID, 0); if (highScore >= 2000) { levelScoreTexts[i].text = $"{scoreLabel[langIndex]}: 2000 / 2000"; levelScoreTexts[i].color = Color.green; } else { levelScoreTexts[i].text = $"{scoreLabel[langIndex]}: {highScore} / 2000"; levelScoreTexts[i].color = Color.red; } } } // ============================================================ void PlayClick() { if (sfxSource != null && clickSound != null) sfxSource.PlayOneShot(clickSound); } // ============================================================ // ANİMASYONLAR // ============================================================ IEnumerator ButtonEnterAnim(Button btn, int delayIndex) { if (btn == null || originalScales == null) yield break; int idx = System.Array.IndexOf(levelButtons, btn); if (idx < 0 || idx >= originalScales.Length) yield break; yield return new WaitForSeconds(delayIndex * 0.08f); Vector3 targetPos = originalPositions[idx]; Vector3 startPos = targetPos + Vector3.up * 60f; Vector3 targetScale = originalScales[idx]; btn.transform.localPosition = startPos; btn.transform.localScale = Vector3.zero; float t = 0f; while (t < 1f) { t = Mathf.Min(t + buttonAniSpeed * 0.13f, 1f); float ease = EaseOutBack(t); btn.transform.localPosition = Vector3.Lerp(startPos, targetPos, ease); btn.transform.localScale = Vector3.Lerp(Vector3.zero, targetScale, ease); yield return null; } btn.transform.localPosition = targetPos; btn.transform.localScale = targetScale; } IEnumerator PunchScale(Button btn, int idx) { if (btn == null || originalScales == null) yield break; if (idx < 0 || idx >= originalScales.Length) yield break; Vector3 original = originalScales[idx]; Vector3 big = original * 1.08f; float t = 0f; while (t < 1f) { t = Mathf.Min(t + 0.15f, 1f); btn.transform.localScale = Vector3.Lerp(original, big, EaseOutQuad(t)); yield return null; } t = 0f; while (t < 1f) { t = Mathf.Min(t + 0.12f, 1f); btn.transform.localScale = Vector3.Lerp(big, original, EaseOutQuad(t)); yield return null; } btn.transform.localScale = original; } // ============================================================ float EaseOutBack(float t) { float c1 = 1.70158f; float c3 = c1 + 1f; return 1f + c3 * Mathf.Pow(t - 1f, 3f) + c1 * Mathf.Pow(t - 1f, 2f); } float EaseOutQuad(float t) => 1f - (1f - t) * (1f - t); }