public void goToMenu() { lastScreenActive(true); lastScreenScore.text = "" + score.GetValue(); if (kongBuild) { kongComp.SendScore(score.GetValue()); } }
void matchBlocks() { int bonusint = bonusMultiplier.GetValue(); GameObject btextScore = Instantiate(bonusText, Input.mousePosition + new Vector3(0, 30, 0), Quaternion.identity); if (bonusint >= 6) { GameObject btext = Instantiate(bonusText, Input.mousePosition, Quaternion.identity); if (bonusint >= 4 && bonusint <= 10) { btext.GetComponent <TextPopUp>().assign("Good", Color.yellow, 20); updateScore(10 + bonusMultiplier.GetValue() * 2, btextScore); } else if (bonusint >= 11 && bonusint <= 18) { btext.GetComponent <TextPopUp>().assign("Great", Color.blue, 25); updateScore(10 + bonusMultiplier.GetValue() * 3, btextScore); } else if (bonusint >= 19 && bonusint <= 28) { btext.GetComponent <TextPopUp>().assign("Splendid", Color.green, 30); updateScore(10 + bonusMultiplier.GetValue() * 4, btextScore); } else if (bonusint + 1 == allPairs) { audioSource.PlayOneShot(sound[1], 1); Instantiate(boomEffect, block2.gameObject.transform.position, transform.rotation); btext.GetComponent <TextPopUp>().assign("FLAWLESS", Color.white, 50); updateScore(100 + bonusMultiplier.GetValue() * 6, btextScore); } else { btext.GetComponent <TextPopUp>().assign("Excellent", Color.magenta, 35); updateScore(10 + bonusMultiplier.GetValue() * 5, btextScore); } } else { updateScore(10 + bonusMultiplier.GetValue(), btextScore); } bonusTimer = 3f; bonusMultiplier += new SafeInt(1); audioSource.PlayOneShot(sound[0], 1); Instantiate(effect, block1.gameObject.transform.position, transform.rotation); Instantiate(effect, block2.gameObject.transform.position, transform.rotation); blockScript.Remove(block1); blockScript.Remove(block2); /* * NOTE: * since Destroy(gameObject) driven me crazy, I decided * just to throw blocks out of screen and change their tag. * * //Destroy(block1.gameObject) * //Destroy(block2.gameObject) * * Here lies two hours of sorrow and madness */ block1.gameObject.transform.position = new Vector3(999, 999, 999); block2.gameObject.transform.position = new Vector3(999, 999, 999); block1.gameObject.tag = "defeated"; block2.gameObject.tag = "defeated"; UI_selected.texture = emptyTexture; UI_viewed.texture = emptyTexture; highlightSelected.transform.position = new Vector3(0, 0, -100); highlightViewed.transform.position = new Vector3(0, 0, -100); block1 = null; block2 = null; //any blocks left? if (anyBlocks()) { //check possible moves checkMoves(); } }
// Use this for initialization void Start() { Debug.Log("Default stars: " + stars.GetValue()); Debug.Log("Inc stars: " + stars.GetValue()); }