Example #1
0
    void SpawnOverlayShapes()
    {
        currentMainShape = GameObject.FindGameObjectWithTag("mainshape").GetComponent <MainShape>().mainShape;

        int index = Random.Range(0, 10);

        if (index < 6)
        {
            SpawnSameShape();
        }
        else if (index == 8)
        {
            SpawnAllShape();
        }
        else
        {
            int r = Random.Range(0, 2);
            SpawnOtherShape(r);
        }
    }
Example #2
0
    void ChangeTexture(GameObject overlayShape)
    {
        int            numberOfSkin        = PointsAndCombos.playerScore / changeTexturePoints;
        ShapeInside    overlayShapeInside  = overlayShape.GetComponent <OverlayShape>().overlayShapeInside;
        SpriteRenderer OverlaySR           = OverlayShapeGO.GetComponent <SpriteRenderer>();
        int            numberOfShapeInside = 0;

        switch (overlayShapeInside)
        {
        case ShapeInside.circle:
            numberOfShapeInside = 0;
            break;

        case ShapeInside.square:
            numberOfShapeInside = 1;
            break;

        case ShapeInside.triangle:
            numberOfShapeInside = 2;
            break;

        default:
            break;
        }

        if (BgColor.activeBgColor == 1 || PointsAndCombos.playerScore > changeTexturePoints)
        {
            OverlaySR.color = new Color32(237, 242, 244, 255);
        }

        switch (numberOfSkin)
        {
        case 0:
            break;

        case 1:
            OverlaySR.sprite = AlpineTextures[numberOfShapeInside].textures[Random.Range(0, 2)];
            break;

        case 2:
            OverlaySR.sprite = InspirationTextures[numberOfShapeInside].textures[Random.Range(0, 2)];
            break;

        case 3:
            OverlaySR.sprite = TessalationTextures[numberOfShapeInside].textures[Random.Range(0, 2)];
            break;

        case 4:
            OverlaySR.sprite = TribalNordicTextures[numberOfShapeInside].textures[Random.Range(0, 2)];
            break;

        case 5:
            OverlaySR.sprite = VibranceTextures[numberOfShapeInside].textures[Random.Range(0, 2)];
            break;

        case 6:
            OverlaySR.sprite = TrianglesTextures[numberOfShapeInside].textures[Random.Range(0, 2)];
            break;

        case 7:
            OverlaySR.sprite = Triangles2Textures[numberOfShapeInside].textures[Random.Range(0, 2)];
            break;

        case 8:
            OverlaySR.sprite = Triangles3Textures[numberOfShapeInside].textures[Random.Range(0, 2)];
            break;

        case 9:
            OverlaySR.sprite = TurkishTrianglesTextures[numberOfShapeInside].textures[Random.Range(0, 2)];
            break;

        default:
            OverlaySR.sprite = TurkishTrianglesTextures[numberOfShapeInside].textures[Random.Range(0, 2)];
            break;
        }
    }