Example #1
0
        private void GoalSetting()
        {
            foreach (Goal goal in level.goals)
            {
                if (goal is CollectBlockGoal)
                {
                    CollectBlockGoal block = goal as CollectBlockGoal;
                    block.amount_plus = 0;
                    gameState.collectedBlocks.Add(block.blockType, 0);
                }
                else if (goal is CollectBoosterGoal)
                {
                    CollectBoosterGoal booster = goal as CollectBoosterGoal;
                    if (booster.boosterType != BoosterType.rainbow)
                    {
                        gameState.collectedBoosters.Add(booster.boosterType, 0);
                    }
                    else
                    {
                        if (booster.colorType == ColorType.none)
                        {
                            booster.colorType = (ColorType)UnityEngine.Random.Range((int)ColorType.red, (int)ColorType.purple + 1);
                        }

                        gameState.collectedRainbows.Add(booster.colorType, 0);
                    }
                }
                else if (goal is CollectBlockerGoal)
                {
                    CollectBlockerGoal blocker = goal as CollectBlockerGoal;
                    blocker.amount_plus = 0;
                    gameState.collectedBlockers.Add(blocker.blockerType, 0);
                }
            }

            currentLimit = level.limit;
            UpdateLimitCount();

            GameObject obj = Resources.Load <GoalUIElement>("Prefabs/GoalUIElement").gameObject;

            gameUI.SetGoals(level.goals, obj);
        }
Example #2
0
        private void GoalSetting()
        {
            foreach (Goal goal in level.goals)
            {
                if (goal is CollectBlockGoal)
                {
                    CollectBlockGoal block = goal as CollectBlockGoal;
                    gameState.collectedBlocks.Add(block.blockType, 0);
                }
                else if (goal is CollectBlockerGoal)
                {
                    CollectBlockerGoal blocker = goal as CollectBlockerGoal;
                    gameState.collectedBlockers.Add(blocker.blockerType, 0);
                }
            }

            currentLimit = level.limit;
            UpdateLimitCount();

            GameObject obj = Resources.Load <GoalUIElement>("Prefabs/GoalUIElement").gameObject;

            gameUI.SetGoals(level.goals, obj);
        }