IEnumerator WaitTimeXuLySX(float time, SpItem bt) { //do something............... yield return(new WaitForSeconds(time)); if (lstSapXep.Count > 0) { double pSo = bt.Giatri; double tmgSo = double.Parse(lstSapXep[0].Ketqua); bt.Trangthai = true; //nếu đúng thì làm gì , sai thì lam j if (tmgSo == pSo) { sprite.color = new Color(1, 1, 1, 1); //RemoveEvent(bt); // bt.transform.parent = null; bt.gameObject.SetActive(false); lstSapXep.RemoveAt(0); mDiemB1 += 5; khocCuoi.SetSprite("nguoicuoi"); SoundManager.Instance.Stop(); SoundManager.Instance.PlayAudioChucTrue(); StartCoroutine(WaitTimeDungRoiSX(0.5f)); } else { mDiemB1 -= 1; StartCoroutine(WaitTimeSaiRoiSX(0.5f)); khocCuoi.SetSprite("nguoikhoc"); } } }
IEnumerator WaitTimeXuLyBN(float time, SpItem bt) { //do something............... yield return(new WaitForSeconds(time)); sprite1.color = new Color(1, 1, 1, 1); sprite2.color = new Color(1, 1, 1, 1); sp1.Trangthai = true; bt.Trangthai = true; if (gt1 == gt2) { SoundManager.Instance.Stop(); SoundManager.Instance.PlayAudioChucTrue(); bt.gameObject.SetActive(false); sp1.gameObject.SetActive(false); mDiemB1 += 10; khocCuoi.SetSprite("nguoicuoi"); StartCoroutine(WaitTimeDungRoiBN(0.5f)); } else { mDiemB1 -= 2; khocCuoi.SetSprite("nguoikhoc"); StartCoroutine(WaitTimeSaiRoiBN(0.5f)); } }
void doXuLy(SpItem bt) { if (currentState == State.InGame1) { sp1 = bt; if (sp1.Trangthai == true) { sp1.Trangthai = false; currentState = State.Click1; khocCuoi.SetSprite("nguoihoi"); sprite1 = bt.GetComponent <tk2dSprite>(); sprite1.color = new Color(1, 1, 0.5f, 1); gt1 = bt.Giatri; SoundManager.Instance.PlayAudioClick(); } } else if (currentState == State.Click1) { if (bt.Trangthai == true) { bt.Trangthai = false; currentState = State.Click2; sprite2 = bt.GetComponent <tk2dSprite>(); sprite2.color = new Color(1, 1, 0.5f, 1); gt2 = bt.Giatri; SoundManager.Instance.PlayAudioClick(); StartCoroutine(WaitTimeXuLyBN(1f, bt)); } } }
void doXuLy(SpItem bt) { if (currentState == State.InGame1) { if (bt.Trangthai == true) { //khi đã kích vào nút khocCuoi.SetSprite("nguoihoi"); bt.Trangthai = false; sprite = bt.GetComponent <tk2dSprite>(); sprite.color = new Color(1, 1, 0.5f, 1); currentState = State.Click1; SoundManager.Instance.PlayAudioClick(); StartCoroutine(WaitTimeXuLySX(1f, bt)); } } }
void CreateLevel(float positionX, float positionY, PhepToan vio, int thutu) { SpItem levelCreate = spPrefab.Spawn <SpItem> ( new Vector3(positionX, positionY, 71), spPrefab.transform.rotation ); levelCreate.gameObject.GetComponent <tk2dSprite>().scale = new Vector3(2.4f, 2.4f, 1); levelCreate.Giatri = ClsThaoTac.doKetQua(vio.Ketqua); levelCreate.Pheptoan = "" + vio.Congthuc; levelCreate.setData(vio.Loai); levelCreate.Trangthai = true; //levelCreate.Vitri = thutu; sp = levelCreate.GetComponent <tk2dUIItem>(); switch (thutu) { case 1: bt1 = levelCreate; sp.OnClick += onClick_sp1; break; case 2: bt2 = levelCreate; sp.OnClick += onClick_sp2; break; case 3: bt3 = levelCreate; sp.OnClick += onClick_sp3; break; case 4: bt4 = levelCreate; sp.OnClick += onClick_sp4; break; case 5: bt5 = levelCreate; sp.OnClick += onClick_sp5; break; case 6: bt6 = levelCreate; sp.OnClick += onClick_sp6; break; case 7: bt7 = levelCreate; sp.OnClick += onClick_sp7; break; case 8: bt8 = levelCreate; sp.OnClick += onClick_sp8; break; case 9: bt9 = levelCreate; sp.OnClick += onClick_sp9; break; case 10: bt10 = levelCreate; sp.OnClick += onClick_sp10; break; case 11: bt11 = levelCreate; sp.OnClick += onClick_sp11; break; case 12: bt12 = levelCreate; sp.OnClick += onClick_sp12; break; case 13: bt13 = levelCreate; sp.OnClick += onClick_sp13; break; case 14: bt14 = levelCreate; sp.OnClick += onClick_sp14; break; case 15: bt15 = levelCreate; sp.OnClick += onClick_sp15; break; case 16: bt16 = levelCreate; sp.OnClick += onClick_sp16; break; case 17: bt17 = levelCreate; sp.OnClick += onClick_sp17; break; case 18: bt18 = levelCreate; sp.OnClick += onClick_sp18; break; case 19: bt19 = levelCreate; sp.OnClick += onClick_sp19; break; case 20: bt20 = levelCreate; sp.OnClick += onClick_sp20; break; default: Debug.Log("Default case"); break; } levelCreate.transform.parent = this.gameObject.transform; }