Example #1
0
    // Tropfengenerator Spielflow
    void GenerateDrops()
    {
        // Tutorial Gelbphase
        if (score == 0)
        {
            dropPrefab = Instantiate(dropYellow, new Vector3(4.7f, 1.8f, 0.0f), Quaternion.identity) as GameObject;
        }
        if (score == 1)
        {
            dropPrefab = Instantiate(dropYellow, new Vector3(-2.2f, 3.2f, 0.0f), Quaternion.identity) as GameObject;
        }

        // Tutorial Grünphase
        if (score == 2)
        {
            dropPrefab = Instantiate(dropGreen, new Vector3(2.6f, 4.1f, 0.0f), Quaternion.identity) as GameObject;
        }
        if (score == 3)
        {
            dropPrefab = Instantiate(dropGreen, new Vector3(-5.2f, 1.5f, 0.0f), Quaternion.identity) as GameObject;
        }


        // Tutorial Rotphase
        if (score == 4)
        {
            dropPrefab = Instantiate(dropRed, new Vector3(-1.2f, 3.0f, 0.0f), Quaternion.identity) as GameObject;
        }
        if (score == 5)
        {
            dropPrefab = Instantiate(dropRed, new Vector3(-4.5f, 2.6f, 0.0f), Quaternion.identity) as GameObject;
        }

        if (score == 6)
        {
            phase2 = true;
        }


        // Zweite Phase mit 2 Tropfenspawns, speechbubble gelb
        if (phase2 == true)
        {
            dropPrefab = Instantiate(dropGreen, new Vector3(0.0f, 3.7f, 0.0f), Quaternion.identity) as GameObject;
            dropPrefab = Instantiate(dropYellow, new Vector3(4.7f, 1.8f, 0.0f), Quaternion.identity) as GameObject;
            if (turtleBehaviour.GetColor() == "yellowRed" || turtleBehaviour.GetColor() == "yellowGreen")
            {
                phase2 = false;
                Invoke("SetPhase3", 0.1f);
            }
        }

        // Dritte Phase mit 2 Tropfenspawns, speechbubble gelb
        if (phase3 == true)
        {
            dropPrefab = Instantiate(dropYellow, new Vector3(-2.9f, 2.4f, 0.0f), Quaternion.identity) as GameObject;
            dropPrefab = Instantiate(dropGreen, new Vector3(1.0f, 4.2f, 0.0f), Quaternion.identity) as GameObject;
            if (turtleBehaviour.GetColor() == "yellowYellow")
            {
                phase3 = false;
                Invoke("SetPhase4", 0.1f);
            }
        }


        // 4. Phase mit 2 Tropfenspawns, speechbubble rot
        // Invoke mit kleinem delay damit doppelter Tropfenspawn ausgeschlossen ist
        if (phase4 == true)
        {
            dropPrefab = Instantiate(dropYellow, new Vector3(4.7f, 1.8f, 0.0f), Quaternion.identity) as GameObject;
            dropPrefab = Instantiate(dropRed, new Vector3(3.5f, 3.6f, 0.0f), Quaternion.identity) as GameObject;
            if (turtleBehaviour.GetColor() == "redYellow" || turtleBehaviour.GetColor() == "redGreen")
            {
                phase4 = false;
                Invoke("SetPhase5", 0.1f);
            }
        }

        // 5. Phase mit 2 Tropfenspawns, speechbubble rot
        if (phase5 == true)
        {
            dropPrefab = Instantiate(dropGreen, new Vector3(2.6f, 4.1f, 0.0f), Quaternion.identity) as GameObject;
            dropPrefab = Instantiate(dropRed, new Vector3(-1.2f, 3.0f, 0.0f), Quaternion.identity) as GameObject;
            if (turtleBehaviour.GetColor() == "redRed")
            {
                phase5 = false;
                Invoke("SetPhase6", 0.1f);
            }
        }
        // 6. Phase mit 2 Tropfenspawns, speechbubble gruen
        if (phase6 == true)
        {
            dropPrefab = Instantiate(dropGreen, new Vector3(-5.2f, 1.5f, 0.0f), Quaternion.identity) as GameObject;
            dropPrefab = Instantiate(dropRed, new Vector3(-2.2f, 3.2f, 0.0f), Quaternion.identity) as GameObject;
            if (turtleBehaviour.GetColor() == "greenRed" || turtleBehaviour.GetColor() == "greenYellow")
            {
                phase6 = false;
                Invoke("SetPhase7", 0.1f);
            }
        }

        // 7. Phase mit 2 Tropfenspawns, speechbubble gruen
        if (phase7 == true)
        {
            dropPrefab = Instantiate(dropRed, new Vector3(-1.2f, 3.0f, 0.0f), Quaternion.identity) as GameObject;
            dropPrefab = Instantiate(dropGreen, new Vector3(2.6f, 4.1f, 0.0f), Quaternion.identity) as GameObject;
            if (turtleBehaviour.GetColor() == "greenGreen")
            {
                phase7 = false;
                CancelInvoke();
                phaseEnd = true;
            }
        }
    }