Beispiel #1
0
    // Use this for initialization
    void Start()
    {
        newSymbolTimer = MAX_SymbolTimer;

        if (symbolStartDelay == 0)
        {
            symbolStartDelay = Random.Range(1.0f, 3.0f);
        }

        if (StartingSymbolPool == null)
        {
            Debug.Log("NO Starting Symobl pool given destroying Roullette");
            Destroy(this.gameObject);
        }

        int counter = 0;

        //create 3 of each kind of symbol and put them into the pool
        foreach (string s in symbolController.symbolTypes)
        {
            symbolController tempSymbol = null;
            if (s.ToLower() == "dojhu")
            {
                setUpSymbol(s, 0.0f);
                counter++;
                setUpSymbol(s, 0.0f);
                counter++;
                setUpSymbol(s, 0.0f);
                counter++;
            }
            else if (s.ToLower() == "yog")
            {
                setUpSymbol(s, 0.0f);
                counter++;
                setUpSymbol(s, 0.0f);
                counter++;
                setUpSymbol(s, 0.0f);
                counter++;
            }
            else if (s.ToLower() == "kholw")
            {
                setUpSymbol(s, 0.0f);
                counter++;
                setUpSymbol(s, 0.0f);
                counter++;
                setUpSymbol(s, 0.0f);
                counter++;
            }
            else if (s.ToLower() == "xoytil")
            {
                setUpSymbol(s, 0.0f);
                counter++;
                setUpSymbol(s, 0.0f);
                counter++;
                setUpSymbol(s, 0.0f);
                counter++;
            }
        }
    }
Beispiel #2
0
    public static void castSymbol(symbolController symbol)
    {
        Debug.Log("Cast Symbol");
        Debug.Log(symbol.color);
        Debug.Log(symbol.symbol);

        //get the top spell off the seal list
        spell currentSpell = _mseals[0];

        //restore spell is referring to a backup copy of the target spell
        //if the player does not put it in, in the correct order
        ///then the curernt spell will revert to the restore spell.
        if (restoreSpell == null)
        {
            restoreSpell = new spell()
            {
                spellString = new List <KeyValuePair <string, string> >()
            };
            foreach (KeyValuePair <string, string> s in currentSpell.spellString)
            {
                restoreSpell.spellString.Add(new KeyValuePair <string, string>(s.Key.ToString(), s.Value.ToString()));
            }
            // restoreSpell.spellString = currentSpell.spellString;
        }
        else
        {
            Debug.Log("ITS been SET");
        }

        //loop through current allies
        //for each ally loop through their spell and see if
        //this symbol matches any of them


        KeyValuePair <string, string> currentSymbol = currentSpell.spellString[0];

        bool correctSymbol = false;

        if (currentSymbol.Key == symbol.color)
        {
            if (currentSymbol.Value == symbol.symbol)
            {
                correctSymbol = true;
            }
        }

        if (correctSymbol)
        {
            //remove the symbol
            currentSpell.spellString.Remove(currentSymbol);
            if (currentSpell.spellString.Count <= 0)
            {
                _mseals.Remove(currentSpell);
                restoreSpell.spellString.Clear();
                // restoreSpell = _mseals[0];
                foreach (KeyValuePair <string, string> s in _mseals[0].spellString)
                {
                    restoreSpell.spellString.Add(new KeyValuePair <string, string>(s.Key.ToString(), s.Value.ToString()));
                }
            }
        }
        else
        {
            _mseals[0].spellString.Clear();
            //restore the spell
            foreach (KeyValuePair <string, string> s in restoreSpell.spellString)
            {
                _mseals[0].spellString.Add(new KeyValuePair <string, string>(s.Key, s.Value));
            }
        }
    }