Example #1
0
 public void ItemsToCheck(SoulState soulState, bool paperSign)
 {
     _actualSoul = soulState;
     for (int i = 0; i < _soulChecker.valuesToCheck.Length; i++)
     {
         if (!wrongValue)
         {
             SetValueTypes(_soulChecker.valuesToCheck[i]);
         }
     }
     if (wrongValue)
     {
         wrongValue = false;
         if (paperSign)
         {
             _wrongAnswer.Invoke();
         }
         //Descomentar caso for preciso validar acerto quando queima o papel errado
         // else
         // _trueAnswer?.Invoke();
     }
     else
     {
         if (!paperSign)
         {
             _wrongAnswer?.Invoke();
         }
         else
         {
             _trueAnswer?.Invoke();
         }
     }
 }
Example #2
0
        public GameObject SpawnPaper(SoulState soulState)
        {
            SoulState = soulState;
            var soulProps = Enum.GetValues(typeof(SoulProp)).Cast <SoulProp>();

            foreach (var prop in soulProps)
            {
                SetSoulProps(prop);
            }
            return(InstantiatePaper());
        }
Example #3
0
        public GameObject SpawnSoul(SoulState soulState, Transform waypoint)
        {
            SoulState = soulState;
            Waypoint  = waypoint;
            var soulProps = Enum.GetValues(typeof(SoulProp)).Cast <SoulProp>();

            foreach (var prop in soulProps)
            {
                SetSoulProps(prop);
            }
            return(InstantiateSoul());
        }
Example #4
0
 private void GetQueueSoul(int?index = null)
 {
     _actualSoulIndex = index ?? (_actualSoulIndex + 1) % _souls.Count;
     _actualSoulState = _souls[_actualSoulIndex];
 }
Example #5
0
        private void GetRandomSoul()
        {
            int r = rnd.Next(_souls.Count);

            _actualSoulState = _souls[r];
        }
Example #6
0
    void UpdateSoulStateForTracking()
    {
        // Actualizo la info de donde esta el alma en relacion a cielo/infierno
        relativeSoulValue = (backgroundOriginalY - backgroundTransform.position.y) - (0 - transform.position.y);
        normalizedSoulValue = relativeSoulValue / heavenValue;

        switch (soulState){
        case SoulState.IN_BETWEEN:
            // Alcanzo el cielo o el infierno?
            if(backgroundTransform.position.y >= backgroundOriginalY + backgroundHeight * 0.5f - screenHeight * 0.5f){
                backgroundRigidbody.velocity = Vector2.zero;
                soulState = SoulState.IN_HELL;
            }else if(backgroundTransform.position.y <= backgroundOriginalY - backgroundHeight * 0.5f + screenHeight * 0.5f){
                backgroundRigidbody.velocity = Vector2.zero;
                soulState = SoulState.IN_HEAVEN;
            }
            break;
        case SoulState.IN_HEAVEN:
            // Volvio a ser chupado hasta el medio? O llego hasta el tope y gano el cielo? // FIXME que compare el x con la aspiradora
            if(transform.position.y < topRightCoords.y - screenHeight * 0.5f){
                soulState = SoulState.IN_BETWEEN;
                transform.position = new Vector3(transform.position.x, 0, 0);
            }else if(Mathf.Abs(topRightCoords.y - transform.position.y) <= 0.5f){
                // Lo agarro la aspiradora o paso por un costado?
                EvaluateWinCondition(Game.heavenPlayerIndex, CelestialAlignment.HEAVEN);
            }
            break;
        case SoulState.IN_HELL:
            // Volvio a ser chupado hasta el medio? O llego hasta el tope y gano el infierno? // FIXME que compare el x con la aspiradora
            if(transform.position.y > bottomLeftCoords.y + screenHeight * 0.5f){
                soulState = SoulState.IN_BETWEEN;
                transform.position = new Vector3(transform.position.x, 0, 0);
            }else if(Mathf.Abs(bottomLeftCoords.y - transform.position.y) <= 0.5f){
                // Lo agarro la aspiradora o paso por un costado?
                EvaluateWinCondition(Game.hellPlayerIndex, CelestialAlignment.HELL);
            }
            break;
        }
    }
Example #7
0
 public void CheckDiscrepancy(SoulState soulState)
 {
 }