Ejemplo n.º 1
0
    void Move()
    {
        if (DrawAnimatorState.GetDrawState().Equals(Enums.GAME_STATE.Move) && isMoving)
        {
            transform.position += Vector3.left * movementSpeed * Time.deltaTime;
        }
        else
        {
            Enums.GAME_STATE state = DrawAnimatorState.GetDrawState();
            isMoving = false;

            if (state.Equals(Enums.GAME_STATE.Wait))
            {
                return;
            }
            transform.localScale = new Vector3(Mathf.Abs(transform.localScale.x), transform.localScale.y, transform.localScale.z);
            if (state.Equals(Enums.GAME_STATE.Fail) ||
                state.Equals(Enums.GAME_STATE.Foul))
            {
                anim.SetBool(Enums.GAME_STATE.Pass.ToString(), true);
            }
            else
            {
                anim.SetBool(Enums.GAME_STATE.Fail.ToString(), true);
            }
        }
    }
Ejemplo n.º 2
0
    public void SetResult(Enums.GAME_STATE state)
    {
        int strikes = LevelManager.instance.strikes.Count;

        sprite.enabled = true;
        switch (state)
        {
        case Enums.GAME_STATE.Pass:
            sprite.sprite = passFoulFail [0];
            anim.SetTrigger("toUI_pass");
            LevelManager.instance.AddScore();
            break;

        case Enums.GAME_STATE.Foul:
            sprite.sprite = passFoulFail [1];
            anim.SetTrigger("toUI_" + strikes);
            LevelManager.instance.strikes.Add(state.Equals(Enums.GAME_STATE.Foul));
            break;

        case Enums.GAME_STATE.Fail:
            sprite.sprite = passFoulFail [2];
            anim.SetTrigger("toUI_" + strikes);
            LevelManager.instance.strikes.Add(state.Equals(Enums.GAME_STATE.Foul));
            break;
        }
        ;
        Invoke("LoadNextLevel", LevelManager.instance.loadTime);
    }
Ejemplo n.º 3
0
 public static Enums.GAME_STATE UserInput()
 {
     user_drawn = true;
     if (state.Equals(Enums.GAME_STATE.Wait))
     {
         state = Enums.GAME_STATE.Pass;
     }
     else if (state.Equals(Enums.GAME_STATE.Move))
     {
         state = Enums.GAME_STATE.Foul;
     }
     return(state);
 }