Beispiel #1
0
    public IEnumerator Play()
    {
        phoneShake.shakeCount = 0;  // Reset phone shake count so they can reshake blocks.

        //Get current highscore (done so it isn't stored on replays of same level)
        GameManager.manager.level[GameManager.manager.currentLevel].highestPoints = PlayerPrefs.GetInt("level" + GameManager.manager.currentLevel + "highestPoints");

        GameManager.manager.newHighScore   = false;
        GameManager.manager.newLowestShots = false;

        GameManager.manager.ballsActive = false;
        ableToShoot = false;

        //Get number of balls for this level
        ballControl.CalculateNumberOfBalls();

        //set current shot to 0
        GameManager.manager.level[GameManager.manager.currentLevel].shotPoints = 0;
        //show highest points
        highScoreText.text = ("Highest: " + GameManager.manager.level[GameManager.manager.currentLevel].highestPoints);
        //show lowest shots taken
        lowestShotsTakenText.text = ("Lowest: " + PlayerPrefs.GetInt("level" + GameManager.manager.currentLevel + "lowestShotsTaken"));// GameManager.manager.level[GameManager.manager.currentLevel].lowestShotsTaken);
        //show the level number
        levelNumberText.text = "Level " + GameManager.manager.currentLevel.ToString();
        //show player coins
        playerCoinsText.text = GameManager.manager.playerCoins.ToString();
        //Show the number of balls to play this shot
        numberOfBallsText.text = GameManager.manager.maxNumberOfBalls + " Balls This Shot";

        //used for the reward line
        rewardLine.fillAmount = 0;
        oldFillAmount         = 0;

        //Check if firstRun to stop getting highscores when highest score == 0 (lowestshots checked at end of level)
        if (GameManager.manager.level[GameManager.manager.currentLevel].highestPoints == 0)
        {
            GameManager.manager.firstRun = true;
        }
        else
        {
            GameManager.manager.firstRun = false;
        }

        //Set the number of balls according to current level;
        //GameManager.manager.maxNumberOfBalls = GameManager.manager.baseNumberOfBalls + (int)(Mathf.Round((GameManager.manager.currentLevel / 5)));

        //Initialise block colours (if not a bonus level) if bonus level, say so :)
        if (GameManager.manager.currentLevel % GameManager.manager.bonusLevel != 0)
        {
            BlockColour();
        }
        else
        {
            //StartCoroutine(GameManager.manager.Message("Bonus Level" + "\r\n" + "Double Balls!"+"\r\n"+"Double Reward!", new Vector2(0, 0), 8, 2.5f, Color.white));
            StartCoroutine(GameManager.manager.Message("Double Balls!" + "\r\n" + "Double Reward!", new Vector2(0, 0), 8, 2.5f, Color.white));
            BlockColour(); // remove if doing the bonus levels with their own colour
        }

        // suggest a powerup if they have retried several times
        if ((GameManager.manager.retries % 5 == 0) && (GameManager.manager.retries != 0))
        {
            needAPowerUp.TimeForPowerUp();
        }

        //Play until level end
        while ((GameManager.manager.actualNumberOfBlocks > 0) && (!levelFailed))
        {
            //launch balls
            LaunchBalls(); // Store current state of play here for reversal if needed

            //update the level text
            UpdateLevelText();

            //update the reward line
            UpdateRewardLine();

            // Check if all balls have finished on screen and move blocks down
            BallsFinished(); //move blocks down

            //check if bottom reached and show fail panel....give chance to continue
            StartCoroutine(HasBottomBeenReached());
            //if bottom reached, wait until continue selected, or they retry or go home
            while (bottomReached == true)
            {
                yield return(null);
            }

            yield return(null);

            //Double check all blocks are gone (sometimes there are blocks left in frantic levels)
            GameObject[] block = GameObject.FindGameObjectsWithTag("block");
            GameManager.manager.actualNumberOfBlocks = block.Length;
        }

        //reset time to default
        Time.timeScale = 1;

        //StartCoroutine(ShotPanelHide());

        //Mark level as done and available in future
        if (GameManager.manager.actualNumberOfBlocks <= 0)
        {
            // Remove any errant balls
            StartCoroutine(ForceBallsToFinish());

            yield return(new WaitForSecondsRealtime(0.5f));

            //if level completed check if lowestshotstaken needs to be updated
            //update lowest shots taken
            if ((shotsTaken < GameManager.manager.level[GameManager.manager.currentLevel].lowestShotsTaken) || (GameManager.manager.level[GameManager.manager.currentLevel].lowestShotsTaken == 0))
            {
                //Avoid giving new record on first run
                if (GameManager.manager.level[GameManager.manager.currentLevel].lowestShotsTaken != 0)
                {
                    //GameManager.manager.level[GameManager.manager.currentLevel].lowestShotsTaken = shotsTaken;
                    GameManager.manager.newLowestShots = true;
                }
                GameManager.manager.level[GameManager.manager.currentLevel].lowestShotsTaken = shotsTaken;
                lowestShotsTakenText.text = ("Lowest: " + shotsTaken);
            }

            //set the stars for the level These are the stored stars!
            if (rewardLine.fillAmount == 1)
            {
                GameManager.manager.level[GameManager.manager.currentLevel].stars = 3;
            }
            else if ((rewardLine.fillAmount >= 0.75f) && (GameManager.manager.level[GameManager.manager.currentLevel].stars < 3))
            {
                GameManager.manager.level[GameManager.manager.currentLevel].stars = 2;
            }
            else if ((rewardLine.fillAmount < 0.75f) && (GameManager.manager.level[GameManager.manager.currentLevel].stars < 2))
            {
                GameManager.manager.level[GameManager.manager.currentLevel].stars = 1;
            }
            if (rewardLine.fillAmount == 1) // These are used to calculate coins -- if already got 3 stars, but now got 2, pay 2.
            {
                GameManager.manager.currentLevelStars = 3;
            }
            else if (rewardLine.fillAmount >= 0.75f)
            {
                GameManager.manager.currentLevelStars = 2;
            }
            else
            {
                GameManager.manager.currentLevelStars = 1;
            }

            //update complete level details
            GameManager.manager.LevelComplete();

            StartCoroutine(ShotPanelHide());

            //Disable the bottom panel
            bottomPanel.SetActive(false);
            //show the pass panel
            passPanel.SetActive(true);
            //AudioSource.PlayClipAtPoint(GameManager.manager.levelPassSound, gameObject.transform.localPosition);

            //USE TO prevent shooting
            bottomReached = true;
        }
        else // level failed
        {
            Time.timeScale = 1;
            // Remove any errant balls
            //StartCoroutine(ForceBallsToFinish());

            //slight delay

            /*
             * for (int wait = 0; wait < 130; wait++)
             * {
             *  yield return null;
             * }
             */
            AudioSource.PlayClipAtPoint(GameManager.manager.levelFailSound, gameObject.transform.localPosition);

            yield return(new WaitForSecondsRealtime(0.5f));

            failPanel.SetActive(true);

            StartCoroutine(ShotPanelHide());
        }

        GameManager.manager.ballsActive = false;
    }