Example #1
0
    // Start is called before the first frame update
    void Start()
    {
        particles = transform.Find("HeartParticles");
        GameObject[] gos = GameObject.FindGameObjectsWithTag("Target");
        List <Dress.dress_colors> target_dress = new List <Dress.dress_colors>();

        Dress.dress_colors my_color = gameObject.GetComponent <Dress>().dress_color;
        foreach (var go in gos)
        {
            // Transform t = go.transform.Find("FemaleSprite");
            Dress d = go.GetComponentInChildren <Dress>();
            target_dress.Add(d.dress_color);
            // target_dress.Add(go.transform.Find("FemaleSprite").GetComponent<Dress>().dress_color);
        }
        // Dress.dress_colors target_dress = GameObject.Find("Target").transform.Find("FemaleSprite").GetComponent<Dress>().dress_color;
        particles.gameObject.SetActive(target_dress.Contains(my_color));
    }
Example #2
0
    public void GoalEntered(object[] package)
    {
        Collider2D other = (Collider2D)package[0];
        Transform  goal  = (Transform)package[1];

        if (endTime == 0)
        {
            GameObject[] gos = GameObject.FindGameObjectsWithTag("Tutorial");
            foreach (var go in gos)
            {
                go.SetActive(false);
            }

            time_label.gameObject.SetActive(false);
            if (tutorialScreen != null)
            {
                tutorialScreen.SetActive(false);
            }
            endTime = Time.time - startTime;
            cursor.GetComponent <Heart_Cursor>().stop = true;


            Dress.dress_colors female_dress = goal.parent.Find("FemaleSprite").GetComponent <Dress>().dress_color;
            // Dress.dress_colors female_dress = GameObject.Find("Target").transform.Find("FemaleSprite").GetComponent<Dress>().dress_color;
            Dress.dress_colors male_dress = other.GetComponent <Dress>().dress_color;

            if (female_dress == male_dress)
            {
                levelComplete(other, goal);
            }
            else
            {
                levelFailed(  );
            }
        }
    }