Beispiel #1
0
    public void PerformAction(ActionMasterOld.Action action)
    {
        if (action == ActionMasterOld.Action.Tidy)
        {
            animator.SetTrigger("tidyTrigger");
        }
        else if (action == ActionMasterOld.Action.EndTurn)
        {
            animator.SetTrigger("resetTrigger");
            pinCounter.Reset();
        }
        else if (action == ActionMasterOld.Action.Reset)
        {
            animator.SetTrigger("resetTrigger");
            pinCounter.Reset();
        }
        else if (action == ActionMasterOld.Action.EndGame)
        {
            //throw new UnityException("Game ended");
            levelManager.LoadLevel("GameEnd");
        }
        //OR

        //string trigger=actionMaster.Bowl (pinFall).ToString();
        //animator.SetTrigger (trigger);
    }
 public void ExecuteAction(ActionMasterOld.Action action, float waitTime)
 {
     if (action == ActionMasterOld.Action.Tidy)
     {
         Invoke("Tidy", waitTime);
     }
     else if (action == ActionMasterOld.Action.EndTurn || action == ActionMasterOld.Action.Reset)
     {
         Invoke("Swipe", waitTime);
     }
     else if (action == ActionMasterOld.Action.EndGame)
     {
         // TODO Actually do something when the game ends!
         print("Game has ended!");
     }
 }
 public void PerformAction(ActionMasterOld.Action action)
 {
     if (action == ActionMasterOld.Action.Tidy)
     {
         animator.SetTrigger("tidyTrigger");
     }
     else if (action == ActionMasterOld.Action.Reset || action == ActionMasterOld.Action.EndTurn)
     {
         animator.SetTrigger("resetTrigger");
         pinCounter.Reset();
     }
     else if (action == ActionMasterOld.Action.EndGame)
     {
         throw new UnityException("Dont know how to do that.");
     }
 }
Beispiel #4
0
    public void PerformAction(ActionMasterOld.Action action)
    {
        switch (action)
        {
        case ActionMasterOld.Action.Tidy:
            animator.SetTrigger("tidyTrigger");
            break;

        case ActionMasterOld.Action.Reset:
        case ActionMasterOld.Action.EndTurn:
            animator.SetTrigger("resetTrigger");
            pinCounter.Reset();
            break;

        case ActionMasterOld.Action.EndGame:
            throw new UnityException("Game is over, but we don't know what to do.");
        }
    }
Beispiel #5
0
    // Run when pins have settled
    private void PinsHaveSettled()
    {
        Invoke("ResetBall", 4f);
        Invoke("UpdatePinCountUIDisplay", 4f);
        standingPinsText.color = Color.black;

        int fallenPins = pinManager.GetNumberFallenPins();

        pinList.Add(fallenPins);

        ActionMasterOld.Action action = ActionMasterOld.GetAction(pinList);
        Debug.Log("Number of fallen pins: " + fallenPins);
        Debug.Log("Action: " + action);
        pinSetter.ExecuteAction(action, 1f);

        scoreDisplay.UpdateCumulativeScoreTexts(ScoreMaster.ScoreCumulative(pinList));
        scoreDisplay.UpdateRollsTexts(pinList);

        ballHasLeftBox         = false;
        standingPinsText.color = Color.black;
    }