Beispiel #1
0
    //will be invoked by GameController
    public Shape SpawnShape()
    {
        Shape shape = null;

        //gets random shape. And instantiates shapes
        //shape = Instantiate(GetRandomShape(), transform.position, Quaternion.identity) as Shape;
        shape = GetQueuedShape();
        shape.transform.position = transform.position;
        //vector 3.one is the same as writting new vector 3 1,1,1
        shape.transform.localScale = Vector3.one;

        StartCoroutine(GrowShape(shape, transform.position, 0.25f));

        if (m_spawnFx)
        {
            m_spawnFx.Play();
        }

        if (shape)
        {
            return(shape);
        }
        else
        {
            Debug.Log("Warning! Invalid shape in spawner");
            return(null);
        }
    }
Beispiel #2
0
 public void LevelUp()
 {
     m_level++;
     m_lines      = m_linesPerLevel * m_level;
     m_didLevelUP = true;
     if (m_levelUpFx)
     {
         m_levelUpFx.Play();
     }
 }
Beispiel #3
0
    IEnumerator GameOverRoutine()
    {
        if (m_gameOverFx)
        {
            m_gameOverFx.Play();
        }
        yield return(new WaitForSeconds(0.3f));

        if (m_gameOverPanel)
        {
            m_gameOverPanel.SetActive(true);
        }
    }
Beispiel #4
0
    public void LandShapeFX()
    {
        int i = 0;

        foreach (Transform child in gameObject.transform)
        {
            if (m_glowSquareFx[i])
            {
                m_glowSquareFx[i].transform.position = new Vector3(child.position.x, child.position.y, -2f);
                ParticelPlayer particlePlayer = m_glowSquareFx[i].GetComponent <ParticelPlayer>();

                if (particlePlayer)
                {
                    particlePlayer.Play();
                }
            }
            i++;
        }
    }