Ejemplo n.º 1
0
    // Use this for initialization
    void Start()
    {
        s1 = GameObject.Find("S1");
        s2 = GameObject.Find("S2");

        Debug.Log(s1.transform.position);
        Debug.Log(s2.transform.position);

        //Test star1 = s1.GetComponent<Test>();

        so = s1.GetComponent <StarOne>();
        st = s2.GetComponent <StarTwo>();

        so.speed = Vector3.zero;
        st.speed = Vector3.back * 0.12f;

        //nouveau = Instantiate(Resources.Load(path: "Prefabs/star"), new Vector3(5, 5, 5), Quaternion.identity) as GameObject;

        GameObject go;

        //go = Instantiate(Resources.Load(path: "Prefabs/star"), Random.insideUnitSphere * 10.0f, Quaternion.identity) as GameObject;

        Vector3 minV = new Vector3(-10.0f, -10.0f, -10.0f);

        Vector3 maxV = new Vector3(10.0f, 10.0f, 10.0f);

        go = Instantiate(Resources.Load(path: "Prefabs/star"), new Vector3(0, 0, 0), Quaternion.identity) as GameObject;
        Star        s     = new Star(minV, maxV, 0.0f);
        Tree <Star> arbre = new Tree <Star>(s);

        Debug.Log("cadran : " + s.cadran);

        go = Instantiate(Resources.Load(path: "Prefabs/star"), new Vector3(8, 8, 5), Quaternion.identity) as GameObject;
        s  = new Star(go, minV, maxV, 23.0f);
        Debug.Log("cadran : " + s.cadran);
        arbre.addNodeToTree(2, s.cadran, 1, s);

        go = Instantiate(Resources.Load(path: "Prefabs/star"), new Vector3(4, 4, 5), Quaternion.identity) as GameObject;
        s  = new Star(go, minV, maxV, 17.0f);
        Debug.Log("cadran : " + s.cadran);
        arbre.addNodeToTree(2, s.cadran, 1, s);

        /*arbre.addNodeToTree(1, 2, 1, s);
        *  arbre.addNodeToTree(1, 3, 1, s);
        *  arbre.addNodeToTree(1, 4, 1, s);*/



        // Create a Tree of 'Strings'
        /*Tree<string> myTreeString = new Tree<string>("Stepa");  /* A Sample Tree with 'String' Nodes  */

        /*myTreeString.addNodeToTree(2, 1, 1, "Tatiana");
         * myTreeString.addNodeToTree(2, 2, 1, "Diana");
         * myTreeString.addNodeToTree(2, 3, 1, "Ardalion");*/
    }
Ejemplo n.º 2
0
 private void OnMouseLeaveStarOne(object sender, MouseEventArgs e)
 {
     if (!StarOne.IsChecked.HasValue || !StarOne.IsChecked.Value)
     {
         var star   = StarOne.FindChild <Rectangle>("star");
         var brush  = star.OpacityMask as VisualBrush;
         var visual = brush.Visual as Canvas;
         var path   = visual.Children[0] as Path;
         path.Fill    = Brushes.White;
         path.Opacity = 1.0;
     }
 }
Ejemplo n.º 3
0
    void OnCollisionEnter2D(Collision2D col) //col ==> trou ;;//gameobject --> object qui est en collision avec les trous, on attache ce script à grain et nn trou
    {
        if (gameObject.CompareTag("arrosoir") && col.gameObject.CompareTag("trou1") && PelleToTrou.pelle1Done == true && GrainToTrou.grain1Done == true)
        {
            myAnim = Instantiate(prefabAnim, col.transform.position, transform.rotation); // initiate dans la pos du trou
            Destroy(myAnim, 2.0f);
            RegenererGameObject();
            Destroy(this.gameObject); //l'ordre compte, il faut regenerer tout d'abord, après destroy
            if (col.gameObject.CompareTag("trou1"))
            {
                action3             = true;
                ScoreCounter.score += 2;
                InstantiatePlusTwoAnim();
            }
        }


        if (GrainLevel2.action2Tr3 == true && gameObject.CompareTag("arrosoir") && col.gameObject.CompareTag("trou3"))
        {
            myAnim = Instantiate(prefabAnim, col.transform.position, transform.rotation); // initiate dans la pos du trou
            Destroy(myAnim, 2.0f);
            RegenererGameObject();
            Destroy(this.gameObject); //l'ordre compte, il faut regenerer tout d'abord, après destroy

            if (col.gameObject.CompareTag("trou3"))
            {
                action3Tr3          = true;
                ScoreCounter.score += 2;
                InstantiatePlusTwoAnim();
                //on montre la 1ere etoile
                StarOne.showStarOne();
                star1L2 = true;
            }
        }



        if (GrainLevel2.action2Tr4 == true && gameObject.CompareTag("arrosoir") && col.gameObject.CompareTag("trou4"))
        {
            myAnim = Instantiate(prefabAnim, col.transform.position, transform.rotation); // initiate dans la pos du trou
            Destroy(myAnim, 2.0f);
            RegenererGameObject();
            Destroy(this.gameObject); //l'ordre compte, il faut regenerer tout d'abord, après destroy

            if (col.gameObject.CompareTag("trou4"))
            {
                action3Tr4          = true;
                ScoreCounter.score += 2;
                InstantiatePlusTwoAnim();
                Star2.showStar2();
                star2L2 = true;
            }
        }



        if (gameObject.CompareTag("arrosoir") && col.gameObject.CompareTag("trou5") && Trou4Level2.grainTrou5 == true)
        {
            myAnim = Instantiate(prefabAnim, col.transform.position, transform.rotation); // initiate dans la pos du trou
            Destroy(myAnim, 2.0f);
            RegenererGameObject();
            Destroy(this.gameObject); //l'ordre compte, il faut regenerer tout d'abord, après destroy


            if (col.gameObject.CompareTag("trou5"))
            {
                action3Tr5          = true;
                ScoreCounter.score += 2;
                InstantiatePlusTwoAnim();
                star3.showStar3();
                star3L2 = true;
            }
        }
    }
Ejemplo n.º 4
0
    void OnCollisionEnter2D(Collision2D col) //col ==> trou ;;//gameobject --> object qui est en collision avec les trous, on attache ce script à grain et nn trou
    {
        if (DDCreuser.action1 == true && DDGrain.action2 == true && gameObject.CompareTag("arrosoir"))
        {
            InstantiatePrefab(col.transform.position);
            RegenererGameObject();
            Destroy(this.gameObject); //l'ordre compte, il faut regenerer tout d'abord, après destroy
            if (col.gameObject.CompareTag("trou1"))
            {
                action3             = true;
                ScoreCounter.score += 1;
                InstantiatePlusOneAnim();
            }
        }

        if (DDCreuser.action1Tr2 == true && DDGrain.action2Tr2 == true && gameObject.CompareTag("arrosoir"))
        {
            if (ScoreCounter.score > 5)
            {
                isColliding = true;
                return;
            }
            InstantiatePrefab(col.transform.position);
            RegenererGameObject();
            Destroy(this.gameObject); //l'ordre compte, il faut regenerer tout d'abord, après destroy

            if (col.gameObject.CompareTag("trou2"))
            {
                action3Tr2          = true;
                ScoreCounter.score += 1;
                InstantiatePlusOneAnim();
            }
        }

        if (DDCreuser.action1Tr3 == true && DDGrain.action2Tr3 == true && gameObject.CompareTag("arrosoir"))
        {
            if (ScoreCounter.score > 8)
            {
                isColliding = true;
                return;
            }

            InstantiatePrefab(col.transform.position);
            RegenererGameObject();
            Destroy(this.gameObject); //l'ordre compte, il faut regenerer tout d'abord, après destroy

            if (col.gameObject.CompareTag("trou3"))
            {
                action3Tr3          = true;
                ScoreCounter.score += 1;
                InstantiatePlusOneAnim();
                //on montre la 1ere etoile
                StarOne.showStarOne();
                star1L1 = true;
            }
        }


        if (DDCreuser.action1Tr4 == true && DDGrain.action2Tr4 == true && gameObject.CompareTag("arrosoir"))
        {
            if (ScoreCounter.score > 11)
            {
                isColliding = true;
                return;
            }
            InstantiatePrefab(col.transform.position);
            RegenererGameObject();
            Destroy(this.gameObject); //l'ordre compte, il faut regenerer tout d'abord, après destroy

            if (col.gameObject.CompareTag("trou4"))
            {
                action3Tr4          = true;
                ScoreCounter.score += 1;
                InstantiatePlusOneAnim();
            }
        }



        if (DDCreuser.action1Tr5 == true && DDGrain.action2Tr5 == true && gameObject.CompareTag("arrosoir"))
        {
            if (ScoreCounter.score > 14)
            {
                isColliding = true;
                return;
            }

            InstantiatePrefab(col.transform.position);

            RegenererGameObject();
            Destroy(this.gameObject); //l'ordre compte, il faut regenerer tout d'abord, après destroy
            if (col.gameObject.CompareTag("trou5"))
            {
                action3Tr5          = true;
                ScoreCounter.score += 1;
                InstantiatePlusOneAnim();
            }
        }


        if (DDCreuser.action1Tr6 == true && DDGrain.action2Tr6 == true && gameObject.CompareTag("arrosoir"))
        {
            if (ScoreCounter.score > 17)
            {
                isColliding = true;
                return;
            }
            InstantiatePrefab(col.transform.position);

            RegenererGameObject();
            Destroy(this.gameObject); //l'ordre compte, il faut regenerer tout d'abord, après destroy

            if (col.gameObject.CompareTag("trou6"))
            {
                action3Tr6          = true;
                ScoreCounter.score += 1;
                InstantiatePlusOneAnim();
                //la plante6 pousse on le donne une 2 eme etoile
                Star2.showStar2();

                star2L1 = true;
                youWin.SetActive(true);
                Debug.Log(star2L1);
            }
        }

        else
        {
            isColliding = true;
        }
    }