/// <summary> /// Creates a balloon based on the color and cooordinates given /// </summary> /// <param name="color">BalloonColor</param> /// <param name="x">Integer of X Location</param> /// <param name="y">Integer of Y Location</param> /// <returns>Balloon</returns> Balloon CreateBalloon(BalloonColor color, int x, int y) { Texture2D sprite = balloonSprites[0]; switch (color) { case BalloonColor.Color1: sprite = balloonSprites[0]; break; case BalloonColor.Color2: sprite = balloonSprites[1]; break; case BalloonColor.Color3: sprite = balloonSprites[2]; break; case BalloonColor.Color4: sprite = balloonSprites[3]; break; case BalloonColor.Color5: sprite = balloonSprites[4]; break; case BalloonColor.Color6: sprite = balloonSprites[5]; break; default: break; } return(new Balloon(color, sprite, x, y)); }
private void resetBalloonColors() { instance.currentBalloonColors = new List <BalloonColor>(); BalloonColor correctColor = instance.getAvailableBalloonColor(); instance.currentBalloonColors.Add(correctColor); List <int> correctBalloonPositions = new List <int>(); for (int i = 0; i < instance.numberCorrectChoices; i++) { correctBalloonPositions.Add(RandomHelper.WithExclusions(0, instance.balloons.Count, correctBalloonPositions)); } for (int i = 0; i < instance.balloons.Count; i++) { BalloonColor newColor; if (correctBalloonPositions.Contains(i)) { newColor = correctColor; } else { newColor = instance.getAvailableBalloonColor(); instance.currentBalloonColors.Add(newColor); } instance.balloons[i].SetColor(newColor); } instance.setNextDisplayBalloon(correctColor); }
private BalloonColor getAvailableBalloonColor() { List <BalloonColor> possibleColors = EnumHelper.Without <BalloonColor>(instance.currentBalloonColors); BalloonColor newColor = possibleColors[Random.Range(0, possibleColors.Count)]; return(newColor); }
//------------------------------------------------- private Color BalloonColorToRGB(BalloonColor balloonColorVar) { Color defaultColor = new Color(255, 0, 0); switch (balloonColorVar) { case BalloonColor.Red: return(new Color(237, 29, 37, 255) / 255); case BalloonColor.OrangeRed: return(new Color(241, 91, 35, 255) / 255); case BalloonColor.Orange: return(new Color(245, 140, 31, 255) / 255); case BalloonColor.YellowOrange: return(new Color(253, 185, 19, 255) / 255); case BalloonColor.Yellow: return(new Color(254, 243, 0, 255) / 255); case BalloonColor.GreenYellow: return(new Color(172, 209, 54, 255) / 255); case BalloonColor.Green: return(new Color(0, 167, 79, 255) / 255); case BalloonColor.BlueGreen: return(new Color(108, 202, 189, 255) / 255); case BalloonColor.Blue: return(new Color(0, 119, 178, 255) / 255); case BalloonColor.VioletBlue: return(new Color(82, 80, 162, 255) / 255); case BalloonColor.Violet: return(new Color(102, 46, 143, 255) / 255); case BalloonColor.RedViolet: return(new Color(182, 36, 102, 255) / 255); case BalloonColor.LightGray: return(new Color(192, 192, 192, 255) / 255); case BalloonColor.DarkGray: return(new Color(128, 128, 128, 255) / 255); case BalloonColor.Random: int randomColor = Random.Range(0, 12); return(BalloonColorToRGB((BalloonColor)randomColor)); } return(defaultColor); }
/// <summary> /// Returns an array of balloon colors for the provided level /// </summary> /// <param name="lvl">Integer representing level</param> /// <returns>BalloonColor array</returns> BalloonColor[] GetStageBalloons(Level lvl) { BalloonColor[] balloons; switch (lvl) { case Level.First: balloons = Constants.LEVEL1_BALLOONS; break; default: balloons = new BalloonColor[] { }; break; } return(balloons); }
/// <summary> /// Constructor /// </summary> /// <param name="color">Color of the balloon</param> /// <param name="sprite">Sprite for the balloon</param> /// <param name="x">Integer representing x location</param> /// <param name="y">Integer representing y location</param> public Balloon(BalloonColor color, Texture2D sprite, int x, int y) { // get new ID from factory this.ID = getNewId(); // set passed in variables to fields/properties this.color = color; this.position = new Vector2(x, y); this.Matched = false; this.sprite = sprite; // boundingbox matches sprites bounds this.boundingBox = new Rectangle((int)position.X, (int)position.Y, sprite.Width, sprite.Height); // velocity should start at 0, moving should be false, and matched IDs should be a new blank list this.velocity = Vector2.Zero; this.Moving = false; this.MatchedIDs = new List <int>(); }
//------------------------------------------------- public void SetColor(BalloonColor color) { GetComponentInChildren <MeshRenderer>().material.color = BalloonColorToRGB(color); }
} // 0x0000000180FB6E70-0x0000000180FB6F10 private Color BalloonColorToRGB(BalloonColor balloonColorVar) => default; // 0x0000000180FB66C0-0x0000000180FB6970
} // 0x0000000180FB6A90-0x0000000180FB6E70 public void SetColor(BalloonColor color) { } // 0x0000000180FB6E70-0x0000000180FB6F10
public static Color GetBalloonColor(BalloonColor color) { return(instance.balloonColors[color]); }
public static void SetDisplayBalloon(BalloonColor color) { instance.displayBalloon.color = instance.balloonColors[color]; }
public static void SetBalloon(Balloon clickedBallon, BalloonColor color) { clickedBallon.SetColor(color); }
public void SetColor(BalloonColor newColor) { color = newColor; outterImage.color = GameplayMenuManager.GetBalloonColor(color); }
private void setNextDisplayBalloon(BalloonColor correctColor) { instance.currentDisplayColor = correctColor; GameplayMenuManager.SetDisplayBalloon(correctColor); }