Beispiel #1
0
    // Use this for initialization
    void Start()
    {
        eggsRemaining = 5;
        state         = Eggs_Remaining.FIVE_REMAINING;

        foreach (GameObject eggTexture in GameObject.FindGameObjectsWithTag("eggTexture"))
        {
            eggTextures.Add(eggTexture);
        }

        youWinGUI = GameObject.FindGameObjectWithTag("YouWinGUI");
    }
Beispiel #2
0
    // Update is called once per frame
    void Update()
    {
        /*
         * Depending on the amount of eggs found, I alter the appearence of the GUI textures on screen. When an egg is not
         * found, its texture is transparent so its clear that it hasnt been found. When it is found, I set it to be
         * NOT transparent so its clear it has been found.
         */
        switch (state)
        {
        case Eggs_Remaining.FIVE_REMAINING:
            foreach (GameObject eggTexture in eggTextures)
            {
                newEggColour   = eggTexture.guiTexture.color;
                newEggColour.a = 0.1f;
                eggTexture.guiTexture.color = newEggColour;

                if (eggsRemaining == 4)
                {
                    state = Eggs_Remaining.FOUR_REMAINING;
                }
            }
            break;

        case Eggs_Remaining.FOUR_REMAINING:

            newEggColour   = eggTextures[0].guiTexture.color;
            newEggColour.a = 1.0f;
            eggTextures[0].guiTexture.color = newEggColour;

            if (eggsRemaining == 3)
            {
                state = Eggs_Remaining.THREE_REMAINING;
            }

            break;

        case Eggs_Remaining.THREE_REMAINING:
            newEggColour   = eggTextures[0].guiTexture.color;
            newEggColour.a = 1.0f;

            eggTextures[0].guiTexture.color = newEggColour;
            eggTextures[1].guiTexture.color = newEggColour;

            if (eggsRemaining == 2)
            {
                state = Eggs_Remaining.TWO_REMAINING;
            }

            break;

        case Eggs_Remaining.TWO_REMAINING:
            newEggColour   = eggTextures[0].guiTexture.color;
            newEggColour.a = 1.0f;

            eggTextures[0].guiTexture.color = newEggColour;
            eggTextures[1].guiTexture.color = newEggColour;
            eggTextures[2].guiTexture.color = newEggColour;

            if (eggsRemaining == 1)
            {
                state = Eggs_Remaining.ONE_REMAINING;
            }

            break;

        case Eggs_Remaining.ONE_REMAINING:
            newEggColour   = eggTextures[0].guiTexture.color;
            newEggColour.a = 1.0f;

            eggTextures[0].guiTexture.color = newEggColour;
            eggTextures[1].guiTexture.color = newEggColour;
            eggTextures[2].guiTexture.color = newEggColour;
            eggTextures[3].guiTexture.color = newEggColour;

            if (eggsRemaining == 0)
            {
                state = Eggs_Remaining.NONE_REMAINING;
            }

            break;

        case Eggs_Remaining.NONE_REMAINING:
            foreach (GameObject eggTexture in eggTextures)
            {
                newEggColour   = eggTexture.guiTexture.color;
                newEggColour.a = 1.0f;
                eggTexture.guiTexture.color = newEggColour;
            }

            StartCoroutine("WonGame");
            break;
        }
    }