//public int NUM_PIECES_WORNG
    //{
    //    get { return numPiecesWrong; }
    //    set { numPiecesWrong = value; }
    //}
    //public int NUM_MOVE
    //{
    //    get { return numMove; }
    //    set { numMove = value; }
    //}

    private void Awake()
    {
        if (instance == null)
        {
            instance = this;
        }
    }
    public void OnPointerUp_RotateRight()
    {
        WorldState.RightBorderState = WorldState.BorderState.Neutral;
        BuildLevel buildLevel = Camera.main.GetComponent <BuildLevel>();

        buildLevel.ShowBorders();
        rotate_right = false;
    }
    public void OnPointerUp_LeftArrow()
    {
        WorldState.LeftBorderState = WorldState.BorderState.Neutral;
        BuildLevel buildLevel = Camera.main.GetComponent <BuildLevel>();

        buildLevel.ShowBorders();
        going_left = false;
    }
    public void IncreaseLevel()
    {
        int currentLevelIndex = levels.IndexOf(currentLevel);

        if (currentLevelIndex < levels.Count - 1)
        {
            CurrentLevel = levels[currentLevelIndex + 1];
        }
    }
        protected override void Reset()
        {
            _currentStr = "";
            _buildLevel = BuildLevel.SYMBOL;

            Symbol   = "";
            Quantity = 0;
            Last     = 0;
            Average  = 0;
        }
 public void OnPointerDown_RotateRight()
 {
     if (WorldState.RightBorderState != WorldState.BorderState.Rotation)
     {
         WorldState.RightBorderState = WorldState.BorderState.Rotation;
         BuildLevel buildLevel = Camera.main.GetComponent <BuildLevel>();
         buildLevel.ShowBorders();
     }
     if (WorldState.gameState == WorldState.GameState.Game)
     {
         rotate_right = true;
     }
 }
 public void OnPointerDown_RightArrow()
 {
     if (WorldState.RightBorderState != WorldState.BorderState.Movement)
     {
         WorldState.RightBorderState = WorldState.BorderState.Movement;
         BuildLevel buildLevel = Camera.main.GetComponent <BuildLevel>();
         buildLevel.ShowBorders();
     }
     if (WorldState.gameState == WorldState.GameState.Game)
     {
         going_right = true;
     }
 }
    private bool CanUpgradeBuild()
    {
        if (build != null)
        {
            BuildData  buildData = build.GetComponent <BuildData>();
            BuildLevel nextLevel = buildData.GetNextLevel();
            if (nextLevel != null)
            {
                return(gameManager.Money >= nextLevel.cost);
            }
        }

        return(false);
    }
        protected override void Reset()
        {
            _currentStr       = "";
            _buildLevel       = BuildLevel.SYMBOL;
            _thisLevelCounter = 0;

            Symbol      = "";
            Quantity    = 0;
            FilledPrice = 0;
            Instruction = "";
            OrderType   = "";
            Limit       = 0;
            Time        = new DateTime();
        }
    void Handle_ClickOnIntermissionScreen()
    {
        Counters.movementWarmupCounter = Consts.MOVEMENT_WARMUP;

        Camera cameraObj = Camera.main;

        if (cameraObj == null)
        {
            Debug.Log("Unable to access main Camera");
            return;
        }
        Intermission intermission = cameraObj.GetComponent <Intermission>();

        if (intermission == null)
        {
            Debug.Log("Unable to access Intermission");
            return;
        }
        intermission.SendMessage("PerformDestroyIntermission");

        if (WorldState.currentLevel.ReachedFinal())
        {
            WorldState.currentLevel.Set(1);
            BuildMenu buildMenu = cameraObj.GetComponent <BuildMenu>();
            if (buildMenu == null)
            {
                Debug.Log("Unable to access BuildMenu");
                return;
            }
            buildMenu.Start();
            WorldState.gameState = WorldState.GameState.SplashScreen;
        }
        else
        {
            WorldState.gameState = WorldState.GameState.Game;
            BuildLevel buildLevel = cameraObj.GetComponent <BuildLevel>();
            if (buildLevel == null)
            {
                Debug.Log("Unable to access BuildLevel");
                return;
            }
            buildLevel.PerformBuild();
            WorldState.DisableGravity();
            WorldState.build_virtual_level_representation();
            WorldState.debug_print_virtual_level();
        }
    }
Beispiel #11
0
 public BuildTask_Android(BuildLevel level, string backupName, string modName)
 {
     this.BuildLevel = level;
     this.BackupName = backupName;
     this.modName    = modName;
 }
 void OnEnable()
 {
     CurrentLevel = levels[0];
 }