Example #1
0
    protected virtual IEnumerator FinishBuildingEnumerator(List <TetrisTileScript> list, int i)
    {
        float waitTime;

        waitTime = 0.2f;

        if (list[i].isOnTheBlueprint)
        {
            if (list[i].thing != null)
            {
                pointsCounter.AddPoints(50);
                list[i].tileAudio.PlayPoints();
            }

            else
            {
                list[i].tileAudio.PlayEmpty();
            }

            list[i].ClearTile();
        }

        else if (list[i].thing != null)
        {
            pointsCounter.AddPoints(-35);
            list[i].thing.GetComponent <SpriteRenderer>().color = Color.white;
            list[i].tileAudio.PlayBad();
        }

        yield return(new WaitForSeconds(waitTime));

        i++;
        if (i < list.Count)
        {
            StartCoroutine(FinishBuildingEnumerator(list, i));
        }
        else
        {
            wave++;
            UpdateSpeed();

            if (wave >= 3)
            {
                StartCoroutine(DelayBetwenStates(GameState.PAUSED));
            }
            else
            {
                StartCoroutine(DelayBetwenStates(GameState.DRAWING));
            }
        }
    }
Example #2
0
 public void AddPoints(int amount)
 {
     if (!isPlaying)
     {
         return;
     }
     points += amount;
     pointsCounter.AddPoints(amount, Vector3.zero);
 }
 public void PlantWaterd(Transform plant)
 {
     FindObjectOfType <AudioManager>().Play("PlantReady");
     plantsToWater--;
     pointsCounter.AddPoints(pointsPerWaterdPlant, plant.position);
     if (plantsToWater <= 0)
     {
         Invoke("Win", 0.3f);
     }
 }
Example #4
0
    public void Done(float time, int points)
    {
        if (isDone)
        {
            return;
        }
        isDone = true;
        Instantiate(doneEffect, transform);
        GetComponent <Rigidbody2D>().bodyType = RigidbodyType2D.Dynamic;
        FindObjectOfType <AudioManager>().Play("Note" + Random.Range(1, 10));

        if (time <= .5f)
        {
            _pointsCounter.AddCombo();
        }
        else
        {
            _pointsCounter.DecreaseCombo();
        }

        _pointsCounter.AddPoints(points, Vector3.zero);
    }