Example #1
0
    // Update is called once per frame
    void Update()
    {
        if (m_gs == GameState.EStart)
        {
            if (timeToStartGame > 0)
            {
                timeToStartGame -= Time.deltaTime;
            }
            else
            {
                m_gs            = GameState.EBlinking;
                timeToStartGame = 3f;
                blinkButton     = Random.Range(0, buttons.Count);
                GameObject     but = (GameObject)buttons [blinkButton];
                ButtonsHandler bt  = but.GetComponent <ButtonsHandler> ();
                bt.Blink();
                Debug.Log("BO COUNT" + buttonsOrderGenerated.Count);
                buttonsOrderGenerated.Add(bt.name);
                m_uiText.text = "Follow blinks";
            }
        }
        else if (m_gs == GameState.EBlinking)
        {
            if (blinkTime > 0)
            {
                blinkTime -= Time.deltaTime;
            }
            else if (coolDownTime > 0)
            {
                coolDownTime -= Time.deltaTime;
                GameObject     but = (GameObject)buttons [blinkButton];
                ButtonsHandler bt  = but.GetComponent <ButtonsHandler> ();
                bt.Regular();
            }
            else
            {
                blinkTime    = 1f;
                coolDownTime = 0.5f;
                blinkTimes++;

                if (blinkTimes < buttons.Count * 2)
                {
                    m_uiText.text = "Follow blinks" + blinkTimes;
                    blinkButton   = Random.Range(0, buttons.Count);
                    GameObject     butNew = (GameObject)buttons [blinkButton];
                    ButtonsHandler btNew  = butNew.GetComponent <ButtonsHandler> ();
                    btNew.Blink();

                    buttonsOrderGenerated.Add(btNew.name);
                }
                else
                {
                    m_uiText.text = "Now you. Take your time" + blinkTimes;

                    m_gs       = GameState.EUserTurn;
                    blinkTimes = 0;
                }
            }
        }
    }