private void GenerateHandsAroundWheel() { GameObject handHolder = Instantiate(prefebs, handsWheel.transform.position, Quaternion.identity); int handType = Random.Range(0, 2);// 1 means Bad Hand int goodhandStyle = 100; int badhandStyle = 100; if (handType == 1) { badhandStyle = Random.Range(0, (int)BadHandStyle.BadHand6 + 1); } else { goodhandStyle = Random.Range(0, (int)GoodHandStyle.GoodHand2 + 1); } SelectionHands selectionHandsScript = handHolder.GetComponent <SelectionHands> (); selectionHandsScript.handType = (HandsType)handType; selectionHandsScript.goodHandStyle = (GoodHandStyle)goodhandStyle; selectionHandsScript.badHandStyle = (BadHandStyle)badhandStyle; //move up handHolder.transform.Translate(Vector3.right * 1.5f); //reset to the start positions handHolder.transform.RotateAround(handsWheel.transform.position, Vector3.forward, -65f); handHolder.transform.parent = handsWheel.transform; int degreeMulitplier = Random.Range(0, maximuHands); handHolder.transform.RotateAround(handsWheel.transform.position, Vector3.forward, minimunGapBetweenHands * degreeMulitplier); }
public void CheckTheArea(string action) { if (action == "Slap") { playerHandScript.Slap(); // slap the in coming hands Collider2D[] colliders = Physics2D.OverlapBoxAll(transform.position, boxCollider.size, 0f, layerMask); if (colliders.Length > 1) { foreach (var item in colliders) { if (item.gameObject != gameObject) { SelectionHands selectedHands = item.GetComponent <SelectionHands> (); if (selectedHands.handType == HandsType.Good) { ShowCross(); GameManager.instance.MinusLife(); selectedHands.minusHeart = false; } else { GameManager.instance.AddScore(); GameManager.instance.AddLife(); selectedHands.HandDisappear(); GameManager.instance.OnDestroyRespawnHands(); ShowCheck(); } } } } else { ShowCross(); GameManager.instance.MinusLife(); } } else { playerHandScript.ShakeHand(); //action =="shake" // slap the in coming hands Collider2D[] colliders = Physics2D.OverlapBoxAll(transform.position, boxCollider.size, 0f, layerMask); if (colliders.Length > 1) { foreach (var item in colliders) { if (item.gameObject != gameObject) { SelectionHands selectedHands = item.GetComponent <SelectionHands> (); if (selectedHands.handType == HandsType.Good) { // the result is Good GameManager.instance.AddScore(); GameManager.instance.AddLife(); selectedHands.HandDisappear(); GameManager.instance.OnDestroyRespawnHands(); ShowCheck(); } else { ShowCross(); selectedHands.minusHeart = false; GameManager.instance.MinusLife(); } } } } else { ShowCross(); GameManager.instance.MinusLife(); } } }