// start the animation from the coin to the gui coin location
        public void CoinCollected(int coinValue, bool primaryCoin)
        {
            // don't show the animation if the camera isn't in its normal position
            //if (!cameraController.IsInGameTransform() || !primaryCoin) {
            //    gameManager.CoinCollected(coinValue, primaryCoin);
            //    return;
            //}

            CoinValueObject coin = CoinFromPool();

            coin.coinValue = coinValue;
            coin.coinTransform.position = startPoint;
            activeCoins.Add(coin);
        }
        private CoinValueObject CoinFromPool()
        {
            CoinValueObject obj;

            // keep a start index to prevent the constant pushing and popping from the list
            if (pool.Count > 0 && pool[poolIndex].coinGameObject.activeSelf == false)
            {
                obj = pool[poolIndex];
                obj.coinGameObject.SetActive(true);
                poolIndex = (poolIndex + 1) % pool.Count;
                return(obj);
            }

            // No inactive objects, need to instantiate a new one
            obj = new CoinValueObject(GameObject.Instantiate(guiCoin) as GameObject);
            obj.coinTransform.parent = thisTransform;

            pool.Insert(poolIndex, obj);
            poolIndex = (poolIndex + 1) % pool.Count;

            return(obj);
        }
        private CoinValueObject CoinFromPool()
        {
            CoinValueObject obj;

            // keep a start index to prevent the constant pushing and popping from the list
            if (pool.Count > 0 && pool[poolIndex].coinGameObject.activeSelf == false) {
                obj = pool[poolIndex];
                obj.coinGameObject.SetActive(true);
                poolIndex = (poolIndex + 1) % pool.Count;
                return obj;
            }

            // No inactive objects, need to instantiate a new one
            obj = new CoinValueObject(GameObject.Instantiate(guiCoin) as GameObject);
            obj.coinTransform.parent = thisTransform;

            pool.Insert(poolIndex, obj);
            poolIndex = (poolIndex + 1) % pool.Count;

            return obj;
        }
Example #4
0
    private CoinValueObject coinFromPool()
    {
        CoinValueObject obj;

        // keep a start index to prevent the constant pushing and popping from the list
#if UNITY_3_5
        if (pool.Count > 0 && pool[poolIndex].coinGameObject.active == false) {
#else
        if (pool.Count > 0 && pool[poolIndex].coinGameObject.activeSelf == false) {
#endif
            obj = pool[poolIndex];
#if UNITY_3_5
            obj.coinGameObject.active = true;
#else
            obj.coinGameObject.SetActive(true);
#endif
            poolIndex = (poolIndex + 1) % pool.Count;
            return obj;
        }

        // No inactive objects, need to instantiate a new one
        obj = new CoinValueObject(GameObject.Instantiate(guiCoin) as GameObject);
        obj.coinTransform.parent = thisTransform;

        pool.Insert(poolIndex, obj);
        poolIndex = (poolIndex + 1) % pool.Count;

        return obj;
    }

    public int getAnimatingCoins()
    {
        return activeCoins.Count;
    }