Ejemplo n.º 1
0
        private void GenerateMemoryPhaseSymbols(int count)
        {
            for (int i = 0; i < count; i++)
            {
                var           clone         = Instantiate(memorySymbolPrefab, transform.position, Quaternion.identity);
                MemorySymbols memorySymbols = clone.GetComponent <MemorySymbols>();

                memorySymbols.BackgroundColor.GetComponent <Image>().color = RandomColour();
                memorySymbols.Rune.GetComponent <Image>().sprite           = earth;
                clone.transform.parent = transform;
            }
        }
Ejemplo n.º 2
0
        private void SetTestSlotItems()
        {
            List <GameObject> symbolList = RandomLevelGenerator_V2.Instance.CurrentLevelSymbols;

            for (int i = 0; i < symbolList.Count; i++)
            {
                MemorySymbols memSymbolsScript = symbolList[i].GetComponent <MemorySymbols>();
                TestSlot      slot             = new TestSlot();
                slot.ColourCode = memSymbolsScript.ColourCode.ToString();
                slot.ShapeCode  = memSymbolsScript.ShapeCode.ToString();

                slot.CellNumber = (i + 1).ToString();
                session.TestSlots.Add(slot);
            }
        }
        //Switch Colour of symbols when symbol count is 3 or less.
        private void ColourSwitchSymbols()
        {
            bool isSelectable = true;

            for (int i = 0; i < memoryPhaseSymbols.Count; i++)
            {
                for (int x = 0; x < memoryPhaseSymbols.Count; x++)
                {
                    //Debug.Log( "Names : " + memoryPhaseSymbols[i].Name  + " " + memoryPhaseSymbols[x].Name );
                    if (memoryPhaseSymbols[i].Name != memoryPhaseSymbols[x].Name)
                    {
                        isSelectable = true;
                        //Debug.Log( "No Match Found So im going to do my thing...." );

                        while (isSelectable)
                        {
                            //Pick a random symbol from the list.
                            GameObject selectedMemorySymbol = cloneSymbols[Random.Range(0, cloneSymbols.Count)];
                            //Debug.Log( "SELECTED SYMBOL : " + selectedMemorySymbol );
                            MemorySymbols memorySymbolsScript = selectedMemorySymbol.GetComponent <MemorySymbols>();
                            //If the random symbol isnt a winning symbol
                            //and it hasnt already been colour switched
                            if (!memorySymbolsScript.IsCorrect && !memorySymbolsScript.IsColourSwitched)
                            {
                                //Set the background colour
                                memorySymbolsScript.BackgroundColor.GetComponent <Image>().color = memoryPhaseSymbols[x].BackgroundColor.Color;

                                //Set the symbol
                                memorySymbolsScript.Rune.GetComponent <Image>().sprite = memoryPhaseSymbols[i].Rune.sprite;

                                //Mark this memory symbol as colour switched
                                memorySymbolsScript.IsColourSwitched = true;

                                isSelectable = false;
                            }
                        }
                    }
                }
            }
        }
        private void ColourSwitchSymbols()
        {
            //bool  isSelectable = false;

            if (tmpColours.Count > 0)
            {
                tmpColours.Clear();
            }

            if (tmpColoursShuffled.Count > 0)
            {
                tmpColoursShuffled.Clear();
            }

            //List<Colour> tmpColours = backgroundColours;

            for (int x = 0; x < memoryPhaseSymbols.Count; x++)
            {
                tmpColours.Add(memoryPhaseSymbols[x].BackgroundColor.Color);
            }

            tmpColoursShuffled = new List <Color>(tmpColours);

            //tmpColoursShuffled.ShuffleList();

            if (memoryPhaseSymbols.Count <= 2)
            {
                var tmp = tmpColoursShuffled[0];
                tmpColoursShuffled[0] = tmpColoursShuffled[1];
                tmpColoursShuffled[1] = tmp;
            }

            if (memoryPhaseSymbols.Count == 3)
            {
                var tmp = tmpColoursShuffled[0];
                tmpColoursShuffled[0] = tmpColoursShuffled[2];
                tmpColoursShuffled[2] = tmp;

                tmp = tmpColoursShuffled [1];
                tmpColoursShuffled[1] = tmpColoursShuffled[2];
                tmpColoursShuffled[2] = tmp;
            }

            if (memoryPhaseSymbols.Count == 4)
            {
                var tmp = tmpColoursShuffled[0];
                tmpColoursShuffled[0] = tmpColoursShuffled[2];
                tmpColoursShuffled[2] = tmp;

                tmp = tmpColoursShuffled[1];
                tmpColoursShuffled[1] = tmpColoursShuffled[3];

                tmpColoursShuffled[3] = tmp;
            }

            for (int i = 0; i < memoryPhaseSymbols.Count; i++)
            {
                //Find all symbols with matching colour
                List <GameObject> symbols = levelSymbols.FindAll(x => x.GetComponent <MemorySymbols>().BackgroundColor.GetComponent <Image>().color == tmpColoursShuffled[i]);

                for (int x = 0; x < symbols.Count; x++)
                {
                    MemorySymbols memorySymbolScript = symbols[x].GetComponent <MemorySymbols>();

                    if (!memorySymbolScript.IsCorrect && !memorySymbolScript.IsColourSwitched)
                    {
                        //Set the symbol
                        memorySymbolScript.Rune.GetComponent <Image>().sprite = memoryPhaseSymbols[i].Rune.sprite;
                        memorySymbolScript.Letter.text      = memoryPhaseSymbols[i].Letter;
                        memorySymbolScript.IsColourSwitched = true;

                        break;
                    }
                }
            }
        }
        private void ColourSwitchFiveSymbols()
        {
            int   rand         = 0;
            Color tmp          = Color.clear;
            bool  foundMatch   = false;
            bool  isSelectable = false;

            //List<Symbol> symbolsToSwitch = new List<Symbol>();

            //Create new list of symbols from the current list of memoryphase symbols
            //My shitty way of doing a deep copy
            //Find a better way to do this !!!!!!
            for (int i = 0; i < memoryPhaseSymbols.Count; i++)
            {
                Symbol symbol = new Symbol();
                symbol.Name            = memoryPhaseSymbols[i].Name;
                symbol.BackgroundColor = memoryPhaseSymbols[i].BackgroundColor;
                symbol.Rune            = memoryPhaseSymbols[i].Rune;

                symbolsToSwitch.Add(symbol);
                colourSwitchList.Add(memoryPhaseSymbols[i].BackgroundColor.Color);
            }

            //Load List of colours
            // for( int i = 0; i< symbolsToSwitch.Count; i++ )
            // {
            //  colourSwitchList.Add( symbolsToSwitch[i].BackgroundColor );
            // }

            //Randomize Colours for the 5 symbols
            foreach (Symbol symbol in symbolsToSwitch)
            {
                //Remove the colour that matches the current symbol colour
                for (int x = 0; x < colourSwitchList.Count; x++)
                {
                    if (colourSwitchList.Contains(symbol.BackgroundColor.Color))
                    {
                        tmp = colourSwitchList[x];
                        colourSwitchList.RemoveAt(x);
                        foundMatch = true;
                    }
                }

                //Pick a colour from the remaining coloours
                rand = Random.Range(0, colourSwitchList.Count - 1);

                symbol.BackgroundColor.Color = colourSwitchList[rand];

                //Remove the random Colour
                colourSwitchList.RemoveAt(rand);

                //Add the Colour that matched the current symbol back into the list
                if (foundMatch)
                {
                    colourSwitchList.Add(tmp);
                    foundMatch = false;
                }
            }

            for (int x = 0; x < symbolsToSwitch.Count; x++)
            {
                //Debug.Log( "Names : " + memoryPhaseSymbols[i].Name  + " " + memoryPhaseSymbols[x].Name );

                isSelectable = true;
                //Debug.Log( "No Match Found So im going to do my thing...." );

                Debug.Log(symbolsToSwitch[x].Name + " " + symbolsToSwitch[x].BackgroundColor);

                while (isSelectable)
                {
                    //Pick a random symbol from the list.
                    GameObject selectedMemorySymbol = cloneSymbols[Random.Range(0, cloneSymbols.Count)];
                    //Debug.Log( "SELECTED SYMBOL : " + selectedMemorySymbol );
                    MemorySymbols memorySymbolsScript = selectedMemorySymbol.GetComponent <MemorySymbols>();

                    //If the random symbol isnt a winning symbol
                    //and it hasnt already been colour switched
                    if (!memorySymbolsScript.IsCorrect && !memorySymbolsScript.IsColourSwitched)
                    {
                        //Set the background colour
                        memorySymbolsScript.BackgroundColor.GetComponent <Image>().color = symbolsToSwitch[x].BackgroundColor.Color;

                        //Set the symbol
                        memorySymbolsScript.Rune.GetComponent <Image>().sprite = symbolsToSwitch[x].Rune.sprite;

                        //Mark this memory symbol as colour switched
                        memorySymbolsScript.IsColourSwitched = true;

                        isSelectable = false;
                    }
                }
            }

            //Randomly insert the Symbols into the level.

            //ColourSwitchSymbols();

            colourSwitchList.Clear();
            symbolsToSwitch.Clear();
        }