// Use this for initialization void Start() { NextLevel.SetActive(false); correct = 0; colors[(int)Letters.C] = Spheres2[(int)Letters.C].GetComponent <Renderer>().sharedMaterial.color; colors[(int)Letters.G] = Spheres2[(int)Letters.G].GetComponent <Renderer>().sharedMaterial.color; colors[(int)Letters.U] = Spheres2[(int)Letters.U].GetComponent <Renderer>().sharedMaterial.color; colors[(int)Letters.A] = Spheres2[(int)Letters.A].GetComponent <Renderer>().sharedMaterial.color; colors[(int)Letters.T] = Spheres2[(int)Letters.T].GetComponent <Renderer>().sharedMaterial.color; colors[(int)Letters.A2] = Spheres2[(int)Letters.A2].GetComponent <Renderer>().sharedMaterial.color; positions[(int)Letters.C] = Spheres2[(int)Letters.C].transform.position; positions[(int)Letters.G] = Spheres2[(int)Letters.G].transform.position; positions[(int)Letters.U] = Spheres2[(int)Letters.U].transform.position; positions[(int)Letters.A] = Spheres2[(int)Letters.A].transform.position; positions[(int)Letters.T] = Spheres2[(int)Letters.T].transform.position; positions[(int)Letters.A2] = Spheres2[(int)Letters.A2].transform.position; if (GlobalVariables.arcadeMode == true) { Genes = (GNE)Random.Range(0, 9); } else { Genes = 0; } switch (Genes) { //i = 1; //j = 2; //k = 0; case GNE.GAC: { que = "GAC"; clonei = Instantiate(Spheres[1], new Vector3(-15, 26, 30), Spheres[0].transform.rotation) as GameObject; clonej = Instantiate(Spheres[2], new Vector3(0, 26, 30), Spheres[0].transform.rotation) as GameObject; clonek = Instantiate(Spheres[0], new Vector3(15, 26, 30), Spheres[0].transform.rotation) as GameObject; } break; //i = 2; //j = 0; //k = 5; case GNE.ACT: { que = "ACT"; clonei = Instantiate(Spheres[2], new Vector3(-15, 26, 30), Spheres[0].transform.rotation) as GameObject; clonej = Instantiate(Spheres[0], new Vector3(0, 26, 30), Spheres[0].transform.rotation) as GameObject; clonek = Instantiate(Spheres[5], new Vector3(15, 26, 30), Spheres[0].transform.rotation) as GameObject; } break; //i = 1; //j = 2; //k = 0; case GNE.GAC2: { que = "GAC"; clonei = Instantiate(Spheres[1], new Vector3(-15, 26, 30), Spheres[0].transform.rotation) as GameObject; clonej = Instantiate(Spheres[2], new Vector3(0, 26, 30), Spheres[0].transform.rotation) as GameObject; clonek = Instantiate(Spheres[0], new Vector3(15, 26, 30), Spheres[0].transform.rotation) as GameObject; } break; //i = 3; //j = 0; //k = 5; case GNE.TCT: { que = "TCT"; clonei = Instantiate(Spheres[3], new Vector3(-15, 26, 30), Spheres[0].transform.rotation) as GameObject; clonej = Instantiate(Spheres[0], new Vector3(0, 26, 30), Spheres[0].transform.rotation) as GameObject; clonek = Instantiate(Spheres[5], new Vector3(15, 26, 30), Spheres[0].transform.rotation) as GameObject; } break; //i = 0; //j = 1; //k = 5; case GNE.CGT: { que = "CGT"; clonei = Instantiate(Spheres[0], new Vector3(-15, 26, 30), Spheres[0].transform.rotation) as GameObject; clonej = Instantiate(Spheres[1], new Vector3(0, 26, 30), Spheres[0].transform.rotation) as GameObject; clonek = Instantiate(Spheres[5], new Vector3(15, 26, 30), Spheres[0].transform.rotation) as GameObject; } break; //i = 3; //j = 2; //k = 0; case GNE.TAC: { que = "TAC"; clonei = Instantiate(Spheres[3], new Vector3(-15, 26, 30), Spheres[0].transform.rotation) as GameObject; clonej = Instantiate(Spheres[2], new Vector3(0, 26, 30), Spheres[0].transform.rotation) as GameObject; clonek = Instantiate(Spheres[0], new Vector3(15, 26, 30), Spheres[0].transform.rotation) as GameObject; } break; //i = 3; //j = 0; //k = 5; case GNE.TCT2: { que = "TCT"; clonei = Instantiate(Spheres[3], new Vector3(-15, 26, 30), Spheres[0].transform.rotation) as GameObject; clonej = Instantiate(Spheres[0], new Vector3(0, 26, 30), Spheres[0].transform.rotation) as GameObject; clonek = Instantiate(Spheres[5], new Vector3(15, 26, 30), Spheres[0].transform.rotation) as GameObject; } break; //i = 1; //j = 2; //k = 0; case GNE.GAC3: { que = "GAC"; clonei = Instantiate(Spheres[1], new Vector3(-15, 26, 30), Spheres[0].transform.rotation) as GameObject; clonej = Instantiate(Spheres[2], new Vector3(0, 26, 30), Spheres[0].transform.rotation) as GameObject; clonek = Instantiate(Spheres[0], new Vector3(15, 26, 30), Spheres[0].transform.rotation) as GameObject; } break; //i = 0; //j = 2; //k = 5; case GNE.CAT: { que = "CAT"; clonei = Instantiate(Spheres[0], new Vector3(-15, 26, 30), Spheres[0].transform.rotation) as GameObject; clonej = Instantiate(Spheres[2], new Vector3(0, 26, 30), Spheres[0].transform.rotation) as GameObject; clonek = Instantiate(Spheres[5], new Vector3(15, 26, 30), Spheres[0].transform.rotation) as GameObject; } break; default: break; } }
public void Reset() { NextLevel.SetActive(false); EventSystem.SetActive(true); memoryui.GetComponent <MemoryUI>().Level += 1; memoryui.GetComponent <MemoryUI>().Finish(); aPlayed = false; Destroy(clonei); Destroy(clonej); Destroy(clonek); GNE temp = Genes; if (GlobalVariables.arcadeMode == true) { Genes = (GNE)Random.Range(0, 9); while (temp == Genes) { Genes = (GNE)Random.Range(0, 9); } } else { Genes += 1; } switch (Genes) { //i = 1; //j = 2; //k = 0; case GNE.GAC: { que = "GAC"; clonei = Instantiate(Spheres[1], new Vector3(-15, 26, 30), Spheres[0].transform.rotation) as GameObject; clonej = Instantiate(Spheres[2], new Vector3(0, 26, 30), Spheres[0].transform.rotation) as GameObject; clonek = Instantiate(Spheres[0], new Vector3(15, 26, 30), Spheres[0].transform.rotation) as GameObject; } break; //i = 2; //j = 0; //k = 5; case GNE.ACT: { que = "ACT"; clonei = Instantiate(Spheres[2], new Vector3(-15, 26, 30), Spheres[0].transform.rotation) as GameObject; clonej = Instantiate(Spheres[0], new Vector3(0, 26, 30), Spheres[0].transform.rotation) as GameObject; clonek = Instantiate(Spheres[5], new Vector3(15, 26, 30), Spheres[0].transform.rotation) as GameObject; } break; //i = 1; //j = 2; //k = 0; case GNE.GAC2: { que = "GAC"; clonei = Instantiate(Spheres[1], new Vector3(-15, 26, 30), Spheres[0].transform.rotation) as GameObject; clonej = Instantiate(Spheres[2], new Vector3(0, 26, 30), Spheres[0].transform.rotation) as GameObject; clonek = Instantiate(Spheres[0], new Vector3(15, 26, 30), Spheres[0].transform.rotation) as GameObject; } break; //i = 3; //j = 0; //k = 5; case GNE.TCT: { que = "TCT"; clonei = Instantiate(Spheres[3], new Vector3(-15, 26, 30), Spheres[0].transform.rotation) as GameObject; clonej = Instantiate(Spheres[0], new Vector3(0, 26, 30), Spheres[0].transform.rotation) as GameObject; clonek = Instantiate(Spheres[5], new Vector3(15, 26, 30), Spheres[0].transform.rotation) as GameObject; } break; //i = 0; //j = 1; //k = 5; case GNE.CGT: { que = "CGT"; clonei = Instantiate(Spheres[0], new Vector3(-15, 26, 30), Spheres[0].transform.rotation) as GameObject; clonej = Instantiate(Spheres[1], new Vector3(0, 26, 30), Spheres[0].transform.rotation) as GameObject; clonek = Instantiate(Spheres[5], new Vector3(15, 26, 30), Spheres[0].transform.rotation) as GameObject; } break; //i = 3; //j = 2; //k = 0; case GNE.TAC: { que = "TAC"; clonei = Instantiate(Spheres[3], new Vector3(-15, 26, 30), Spheres[0].transform.rotation) as GameObject; clonej = Instantiate(Spheres[2], new Vector3(0, 26, 30), Spheres[0].transform.rotation) as GameObject; clonek = Instantiate(Spheres[0], new Vector3(15, 26, 30), Spheres[0].transform.rotation) as GameObject; } break; //i = 3; //j = 0; //k = 5; case GNE.TCT2: { que = "TCT"; clonei = Instantiate(Spheres[3], new Vector3(-15, 26, 30), Spheres[0].transform.rotation) as GameObject; clonej = Instantiate(Spheres[0], new Vector3(0, 26, 30), Spheres[0].transform.rotation) as GameObject; clonek = Instantiate(Spheres[5], new Vector3(15, 26, 30), Spheres[0].transform.rotation) as GameObject; } break; //i = 1; //j = 2; //k = 0; case GNE.GAC3: { que = "GAC"; clonei = Instantiate(Spheres[1], new Vector3(-15, 26, 30), Spheres[0].transform.rotation) as GameObject; clonej = Instantiate(Spheres[2], new Vector3(0, 26, 30), Spheres[0].transform.rotation) as GameObject; clonek = Instantiate(Spheres[0], new Vector3(15, 26, 30), Spheres[0].transform.rotation) as GameObject; } break; //i = 0; //j = 2; //k = 5; case GNE.CAT: { que = "CAT"; clonei = Instantiate(Spheres[0], new Vector3(-15, 26, 30), Spheres[0].transform.rotation) as GameObject; clonej = Instantiate(Spheres[2], new Vector3(0, 26, 30), Spheres[0].transform.rotation) as GameObject; clonek = Instantiate(Spheres[5], new Vector3(15, 26, 30), Spheres[0].transform.rotation) as GameObject; } break; default: CellGameplayScript.loadCase = 3; Set.SetAndEnterStatic(15); break; } Spheres2[(int)Letters.C].transform.position = positions[(int)Letters.C]; Spheres2[(int)Letters.G].transform.position = positions[(int)Letters.G]; Spheres2[(int)Letters.U].transform.position = positions[(int)Letters.U]; Spheres2[(int)Letters.A].transform.position = positions[(int)Letters.A]; Spheres2[(int)Letters.T].transform.position = positions[(int)Letters.T]; Spheres2[(int)Letters.A2].transform.position = positions[(int)Letters.A2]; Spheres2[(int)Letters.C].GetComponent <Renderer>().sharedMaterial.color = colors[(int)Letters.C]; Spheres2[(int)Letters.G].GetComponent <Renderer>().sharedMaterial.color = colors[(int)Letters.G]; Spheres2[(int)Letters.U].GetComponent <Renderer>().sharedMaterial.color = colors[(int)Letters.U]; Spheres2[(int)Letters.A].GetComponent <Renderer>().sharedMaterial.color = colors[(int)Letters.A]; Spheres2[(int)Letters.T].GetComponent <Renderer>().sharedMaterial.color = colors[(int)Letters.T]; Spheres2[(int)Letters.A2].GetComponent <Renderer>().sharedMaterial.color = colors[(int)Letters.A2]; foreach (GameObject item in Spheres2) { item.GetComponent <Collider>().enabled = true; } correct = 0; memoryui.GetComponent <MemoryUI>().finnished = false; if (!(memoryui.GetComponent <MemoryUI>().startTime < 15)) { memoryui.GetComponent <MemoryUI>().startTime -= 5; } memoryui.GetComponent <MemoryUI>().timeRemaining = memoryui.GetComponent <MemoryUI>().startTime; }