public void panel3() { if (gamemode == false) { PanelNumber = 3; prevpanel = Panel3; Resultpanel.SetActive(false); } else { PanelNumber = 6; prevpanel = Gamepanel; } }
// Use this for initialization void Start() { FadeImage.enabled = false; Mainpanel.SetActive(true); Panel1.SetActive(false); Panel2.SetActive(false); Panel3.SetActive(false); Panel4.SetActive(false); Panel5.SetActive(false); Gamepanel.SetActive(false); Resultpanel.SetActive(false); prevpanel = Mainpanel; PanelNumber = 0; gamemode = false; Timer = false; }
// Update is called once per frame void Update() { if (Input.touchCount > 0) { Touch touch = Input.GetTouch(0); // Handle finger movements based on touch phase. switch (touch.phase) { // Record initial touch position. case TouchPhase.Began: startPos = touch.position; directionChosen = false; break; // Determine direction by comparing the current touch position with the initial one. case TouchPhase.Moved: direction = touch.position - startPos; break; // Report that a direction has been chosen when the finger is lifted. case TouchPhase.Ended: directionChosen = true; break; } } if (directionChosen) { // Something that uses the chosen direction... } Debug.Log(PlayTime.Minute + " : " + PlayTime.Second); if (PlayTime.Minute > 0 && gamemode == true) { Timer = true; PlayTime = PlayTime.AddSeconds(-Time.deltaTime); } else if (PlayTime.Second > 0 && gamemode == true) { PlayTime = PlayTime.AddSeconds(-Time.deltaTime); Timer = true; } else if (PlayTime.Minute == 0 && PlayTime.Second == 0 && gamemode == true) { Resultpanel.SetActive(true); Timer = false; } systemtime.text = PlayTime.Hour.ToString() + " : " + PlayTime.Minute.ToString() + " : " + PlayTime.Second.ToString(); Vector3 UPAxis = AroundPoint.transform.TransformDirection(Vector3.up); Vector3 DOWNAxis = AroundPoint.transform.TransformDirection(Vector3.down); // Stage1.transform.RotateAround(target.transform.position, UPAxis, 50f * Time.deltaTime); Stage1.transform.rotation = Quaternion.Euler(new Vector3(0, 0, 0)); // Stage2.transform.RotateAround(target.transform.position, UPAxis, 50f * Time.deltaTime); Stage2.transform.rotation = Quaternion.Euler(new Vector3(0, 0, 0)); // Stage3.transform.RotateAround(target.transform.position, UPAxis, 50f * Time.deltaTime); Stage3.transform.rotation = Quaternion.Euler(new Vector3(0, 0, 0)); // Stage4.transform.RotateAround(target.transform.position, UPAxis, 50f * Time.deltaTime); Stage4.transform.rotation = Quaternion.Euler(new Vector3(0, 0, 0)); if (startPos.x > direction.x) { //Vector2 touchDeltaPosition = Input.GetTouch(0).deltaPosition;{ Stage1.transform.RotateAround(target.transform.position, UPAxis, 50f * Time.deltaTime); Stage2.transform.RotateAround(target.transform.position, UPAxis, 50f * Time.deltaTime); Stage3.transform.RotateAround(target.transform.position, UPAxis, 50f * Time.deltaTime); Stage4.transform.RotateAround(target.transform.position, UPAxis, 50f * Time.deltaTime); // Debug.Log(startPos.x); // Debug.Log(direction.x); } else if (startPos.x < direction.x) { Stage1.transform.RotateAround(target.transform.position, DOWNAxis, 50f * Time.deltaTime); Stage2.transform.RotateAround(target.transform.position, DOWNAxis, 50f * Time.deltaTime); Stage3.transform.RotateAround(target.transform.position, DOWNAxis, 50f * Time.deltaTime); Stage4.transform.RotateAround(target.transform.position, DOWNAxis, 50f * Time.deltaTime); // Debug.Log(startPos.x); // Debug.Log(direction.x); } if (Input.GetKey(KeyCode.A)) { //Inventory.AddItem(itemmana.GetComponent<Item>()); Debug.Log("aa"); } if (gamemode == true && Timer == true && itemruting + 10f < Time.time) { itemruting = Time.time; float rand = Random.Range(0, 99); if (rand <= 30) { Inventory.AddItem(itemmana1.GetComponent <Item>()); } else if (rand >= 31 && rand <= 70) { Inventory.AddItem(itemmana2.GetComponent <Item>()); } else { Inventory.AddItem(itemmana3.GetComponent <Item>()); } } }