Beispiel #1
0
    void Update()
    {
        if (btnScript.isPressed())      // Change sprite on button press
        {
            if (this.GetComponent <SpriteRenderer>() != null)
            {
                this.GetComponent <SpriteRenderer>().sprite = pressSprite;
            }
            if (disableObjs.Count > 0)      // Disable/enable objects
            {
                for (int i = 0; i < disableObjs.Count; i++)
                {
                    disableObjs[i].SetActive(false);
                }
            }
            if (enableObjs.Count > 0)
            {
                for (int i = 0; i < enableObjs.Count; i++)
                {
                    enableObjs[i].SetActive(true);
                }
            }
            switch (buttonName)     // Take action based on purpose
            {
            case "resume":
                pauseScript.DoMouseUp();
                break;

            case "home":
                if (death)
                {
                    if ((PersistentData.Instance.GetDeaths() % 3 == 0) && (PersistentData.Instance.GetDeaths() > 0))
                    {
                        ShowAd();
                    }
                }
                Application.LoadLevel(sceneLoad);
                break;

            case "retry":
                if (death)
                {
                    if ((PersistentData.Instance.GetDeaths() % 3 == 0) && (PersistentData.Instance.GetDeaths() > 0))
                    {
                        ShowAd();
                    }
                }
                Application.LoadLevel(sceneLoad);
                break;

            case "transition":
                if (removeAd)
                {
                    ad.GetComponent <ShowBanner>().Destroy();
                }
                transitioner.GetComponent <LoadScene>().SetIn(true);
                transitioner.GetComponent <EMTransition>().gradationTexture = transitionTextures[0];
                transitioner.GetComponent <EMTransition>().Play();
                break;
            }
        }
    }