Beispiel #1
0
    public void Display(MiniGame minigame)
    {
        _spriteRenderer.gameObject.SetActive(true);
        switch (minigame)
        {
        case MiniGame.paper:
            _spriteRenderer.sprite = _paper;
            break;

        case MiniGame.rock:
            _spriteRenderer.sprite = _rock;
            break;

        case MiniGame.scissors:
            _spriteRenderer.sprite = _scissors;
            break;
        }

        switch (_playerColor)
        {
        case PlayerColor.red:
            _spriteRenderer.color = Color.red;
            break;

        case PlayerColor.blue:
            _spriteRenderer.color = Color.blue;
            break;

        case PlayerColor.green:
            _spriteRenderer.color = Color.green;
            break;

        case PlayerColor.yellow:
            _spriteRenderer.color = Color.yellow;
            break;
        }

        _transformFunctions.Scale(_spriteRenderer.transform, Vector3.one * _scale, 0, _time, _curve);

        IEnumerator _Close()
        {
            const float _TIME_DISPLAY = 1.5f;  // ne kadar süre sonra kapanacak.

            yield return(new WaitForSeconds(_TIME_DISPLAY));

            Close();
        }

        StartCoroutine(_Close());
    }
Beispiel #2
0
    public void TestCreatePowerUp()
    {
        GameObject newPowerUp       = Instantiate(powerUpObject[(int)_testType]);
        GameObject newPowerUpParent = Instantiate(powerUpContainer);

        newPowerUp.transform.SetParent(newPowerUpParent.transform);
        newPowerUpParent.transform.localPosition = new Vector3(
            Random.Range(minPoint.transform.position.x, maxPoint.transform.position.x),
            0.1f,
            Random.Range(minPoint.transform.position.z, maxPoint.transform.position.z)
            );
        Vector3 originScale = newPowerUp.transform.localScale;

        newPowerUp.transform.localScale = Vector3.zero;
        TF.Scale(newPowerUp.transform, originScale, 0f, 0.5f, showCurve);
    }
Beispiel #3
0
    public void Add(StuffController stuff)
    {
        if (area == Area.Neutral)
        {
            return;
        }

        if (!_listStuff.Contains(stuff))
        {
            _listStuff.Add(stuff);

            stuff.BreakAllPlayers();

            Collider[] cols = stuff.GetComponents <Collider>();

            foreach (Collider col in cols)
            {
                Destroy(col);
            }

            Destroy(stuff.GetComponent <Rigidbody>());

            if (stuff.GetComponent <AudioSource>() != null)
            {
                StartCoroutine(_SoundOut(stuff.GetComponent <AudioSource>()));
            }

            //is gold değişkeni kapanmaması için
            stuff.StopAllCoroutines();

            TF.Move(stuff.transform, moveToHere, moveDelay, moveTime, moveCurve);
            TF.Scale(stuff.transform, moveToHere, moveDelay, moveTime, moveCurve);
            TF.Rotate(stuff.transform, moveToHere, moveDelay, moveTime, moveCurve);
        }

        _scoreController.UpdateScore(area, CountStuffs());
    }
Beispiel #4
0
 void DestroyThis()
 {
     GetComponent <Collider>().enabled = false;
     StartCoroutine(_Destroy());
     TF.Scale(transform, targetScale, 0f, 0.33f, destroyCurve);
 }
Beispiel #5
0
 public void ReadBig(Transform current)
 {
     tf.SetActiveAfter(current.gameObject, true, 0);
     tf.Scale(current, Vector3.one, 0, .3f);
 }