Beispiel #1
0
    public void BuildLevel(int LevelNumber)
    {
        if (Controller == null) // just incase we don't have a reference fron the "Start()"
        {
            Controller = GameObject.Find("MGC").GetComponent <MGC>();
        }

        int[] LD = TD.GetLevelData(LevelNumber);

        MakeColumn();

        // Get random pair of colours for Tier segments
        baseColour     = PickColour();
        contrastColour = baseColour + 1;

        TierCount = LD.Length;
        Debug.Log("Tier Count = " + TierCount.ToString());
        // Make Tiers
        // Top Tier ... Orientation -7.5 to ensure bounce on a platform
        MakeTier((TierCount / 2) + 1, 1, -7.5f);

        //Remaining Middle Tiers (from LD (Level Data) array)
        for (int i = 0; i < TierCount - 1; i = i + 2)
        {
            MakeTier((i / 2) + 1, LD[i], LD[i + 1]);
        }
        // Bottom "Home" Tier
        MakeTier(0, 0, 0);

        // Get Controller to make ball
        Controller.ResetBall();
    }
Beispiel #2
0
    public void BuildRandomLevel()
    {
        if (Controller == null) // just incase we don't have a reference fron the "Start()"
        {
            Controller = GameObject.Find("MGC").GetComponent <MGC>();
        }
        Level     = Controller.CurrentLevel;
        TierCount = Controller.TiersPerLevel;

        MakeColumn();

        // Get random pair of colours for Tier segments
        baseColour     = PickColour();
        contrastColour = baseColour + 1;

        // Make Tiers
        // Top Tier ... Orientation -7.5 to ensure bounce on a platform
        MakeTier(TierCount - 1, 1, -7.5f);
        //Remaining Middle Tiers
        for (int i = TierCount - 2; i > 0; i--)
        {
            MakeTier(i, Random.Range((int)(TD.GetPossibleTierCount() * 0.75), TD.GetPossibleTierCount()), Random.Range(-180, 181));
            //MakeTier(i, 1, 0); // SAfety development tier build for debugging // CAN DELETE LATER
        }
        // Bottom "Home" Tier
        MakeTier(0, 0, 0);

        // Get Controller to make ball
        Controller.ResetBall();
    }
 void Start()
 {
     direction = 0;
     print ("Initial waypoint is: " + currentWaypoint.name);
     OnTransition = false;
     mgc = MGC.Instance;
     this.transform.position = mgc.currentCameraDefaultPosition;
     this.transform.rotation = currentWaypoint.transform.rotation;
     //this.transform.position = currentWaypoint.transform.position;
 }
Beispiel #4
0
 void Awake()
 {
     if (instance)
     {
         Debug.Log("Already an MGC (MaxGameController) - going to die now .....");
         DestroyImmediate(gameObject);
         return;
     }
     instance = this;
     DontDestroyOnLoad(gameObject);
 }
Beispiel #5
0
 private void cmb_range_SelectedIndexChanged(object sender, EventArgs e)
 {
     if (cmb_range.SelectedIndex == 0)
     {
         txt_mem_nos.Text    = "ALL";
         txt_mem_nos.Enabled = false;
     }
     else if (cmb_range.SelectedIndex == 1)
     {
         txt_mem_nos.Enabled = true;
         txt_mem_nos.Text    = "";
     }
     else
     {
         txt_mem_nos.Enabled = false;
         txt_mem_nos.Text    = MGC.GetMemberGroup(cmb_range.Text).MemberNosText;
     }
 }
Beispiel #6
0
 // Use this for initialization
 void Start()
 {
     // Get Game Cpntroller reference
     Controller = GameObject.Find("MGC").GetComponent <MGC>();
 }
Beispiel #7
0
    void Start()
    {
        Controller = GameObject.Find("MGC").GetComponent <MGC>();

        screenDimensions = new Vector2(Screen.width, Screen.height);
    }