public void anticipationScatterBegin(SlotScatterHitData hit) { if (OnAnticipationScatterBegin != null) { OnAnticipationScatterBegin(hit); } }
public void scatterSymbolHit(SlotScatterHitData hit) { if (OnScatterSymbolHit != null) { OnScatterSymbolHit(hit); } }
void inlineScatterCalc() { for (int currentSymbolSetIndex = 0; currentSymbolSetIndex < slot.symbolSets.Count; currentSymbolSetIndex++) { SetsWrapper currentSet = slot.symbolSets[currentSymbolSetIndex]; if (currentSet.typeofSet != SetsType.scatter) { continue; } int matches = 0; SlotScatterHitData hit = new SlotScatterHitData(reelIndex); foreach (int symbol in currentSet.symbols) { for (int i = slot.reelIndent; i < (slot.reelHeight - slot.reelIndent); i++) { int reelSymbolIndex = symbols[i].GetComponent <SlotSymbol>().symbolIndex; if (reelSymbolIndex == symbol) { currentSet.scatterCount++; matches++; hit.hits = currentSet.scatterCount; hit.setIndex = currentSymbolSetIndex; hit.setType = SetsType.scatter; hit.setName = slot.symbolSetNames[hit.setIndex]; hit.symbol = symbols[i]; slot.scatterSymbolHit(hit); } } } // anticipation if (currentSet.scatterCount > 0) { if ((currentSet.scatterCount < slot.numberOfReels) && (reelIndex < slot.numberOfReels)) { if ((slot.setPays[currentSymbolSetIndex].anticipate[currentSet.scatterCount - 1]) == true) { for (int i = reelIndex; i < slot.numberOfReels; i++) { slot.reels[i].symbolsSpinRemaining += 10; slot.anticipationScatterBegin(hit); } } } } } }
void inlineScatterCalc() { for(int currentSymbolSetIndex = 0; currentSymbolSetIndex < slot.symbolSets.Count; currentSymbolSetIndex++) { SetsWrapper currentSet = slot.symbolSets[currentSymbolSetIndex]; if (currentSet.typeofSet != SetsType.scatter) continue; int matches = 0; SlotScatterHitData hit = new SlotScatterHitData(reelIndex); foreach(int symbol in currentSet.symbols) { for (int i = slot.reelIndent; i < (slot.reelHeight - slot.reelIndent); i++) { int reelSymbolIndex = symbols[i].GetComponent<SlotSymbol>().symbolIndex; if (reelSymbolIndex == symbol) { currentSet.scatterCount++; matches++; hit.hits = currentSet.scatterCount; hit.setIndex = currentSymbolSetIndex; hit.setType = SetsType.scatter; hit.setName = slot.symbolSetNames[hit.setIndex]; hit.symbol = symbols[i]; slot.scatterSymbolHit(hit); } } } // anticipation if (currentSet.scatterCount > 0) { if ((currentSet.scatterCount < slot.numberOfReels) && (reelIndex < slot.numberOfReels)) { if ((slot.setPays[currentSymbolSetIndex].anticipate[currentSet.scatterCount-1]) == true) { for (int i = reelIndex; i < slot.numberOfReels; i++) { slot.reels[i].symbolsSpinRemaining += 10; slot.anticipationScatterBegin(hit); } } } } } }
private void OnAnticipationScatterBegin(SlotScatterHitData hit) { slot.log("OnAnticipationScatterBegin Callback"); }
private void OnScatterSymbolHit(SlotScatterHitData hit) { slot.log("OnScatterSymbolHit Callback"); hit.symbol.transform.eulerAngles = new Vector2(0, 0); }
public void scatterSymbolHit(SlotScatterHitData hit) { if (OnScatterSymbolHit != null) OnScatterSymbolHit(hit); }
public void anticipationScatterBegin(SlotScatterHitData hit) { if (OnAnticipationScatterBegin != null) OnAnticipationScatterBegin(hit); }
private void OnScatterSymbolHit(SlotScatterHitData hit) { slot.log ("OnScatterSymbolHit Callback"); hit.symbol.transform.eulerAngles = new Vector2(0,0); }
private void OnAnticipationScatterBegin(SlotScatterHitData hit) { slot.log ("OnAnticipationScatterBegin Callback"); }
private void OnScatterSymbolHit(SlotScatterHitData hit) { slot.log ("OnScatterSymbolHit Callback"); }