// Move to the neighborhood with the specified (x,y) coordinates void SetCurrentNeighborhood(Vector2 newPosition) { EventSystem.current.SetSelectedGameObject(null); // If there are "New!" tags on the arrows, remove them. They will need to be spawned again when the player navigates back // to the previous neighborhood. foreach (GameObject tag in GameObject.FindGameObjectsWithTag("ArrowTag")) { Destroy(tag); } Destroy(Up.GetComponent <NewTag>()); Destroy(Down.GetComponent <NewTag>()); Destroy(Left.GetComponent <NewTag>()); Destroy(Right.GetComponent <NewTag>()); // Set the neighborhood name, background, and the current position Neighborhood toSet = neighborhoodMap[newPosition]; string name = toSet.getName(); neighborhoodTitle.text = name; background.sprite = Resources.Load <Sprite>("Images/" + name); currentNeighborhoodPosition = newPosition; }
// Use this for initialization void Start() { Positive = true; StageSetUp.SetActive(true); Check1 = 0; Finish = false; Lives = PlayerPrefs.GetInt("PLives"); Score = PlayerPrefs.GetInt("PScore"); Win = PlayerPrefs.GetInt("Result"); timecheck = -1; if (Win == 1) { Score++; PlayerPrefs.SetInt("PScore", Score); } else if (Win == 0) { Lives--; PlayerPrefs.SetInt("PLives", Lives); } if (Lives != 3 || Score != 0) { if (Win == 1) { Success.Play(); } else { Fail.Play(); } } if (Score == 20) { Finish = true; } if (Lives == 0) { NextGame = "LoseScreen"; SceneManager.LoadScene(NextGame); } if (Score >= 15) { PlayerPrefs.SetInt("CurrentSets", 4); PlayerPrefs.SetFloat("PTime", 3.5f); } else if (Score >= 10) { PlayerPrefs.SetInt("CurrentSets", 3); PlayerPrefs.SetFloat("PTime", 4.5f); } else if (Score >= 5) { PlayerPrefs.SetInt("CurrentSets", 2); PlayerPrefs.SetFloat("PTime", 5.5f); } T = PlayerPrefs.GetFloat("PTime"); if (Finish == true) { Up.GetComponent <SpriteRenderer>().enabled = true; Down.GetComponent <SpriteRenderer>().enabled = false; CurtainGood.Play(); Positive = true; NextGame = "VoteGame"; } else if (Lives == 0) { Up.GetComponent <SpriteRenderer>().enabled = false; Down.GetComponent <SpriteRenderer>().enabled = true; CurtainBad.Play(); Positive = false; NextGame = "LoseScreen"; } else { rvalue2 = RandomValue(); PlayerPrefs.SetInt("CurrentGame", rvalue2); if (rvalue2 <= 7) { Up.GetComponent <SpriteRenderer>().enabled = true; Down.GetComponent <SpriteRenderer>().enabled = false; CurtainGood.Play(); Positive = true; } else { Up.GetComponent <SpriteRenderer>().enabled = false; Down.GetComponent <SpriteRenderer>().enabled = true; CurtainBad.Play(); Positive = false; } if (rvalue2 == 0) { NextGame = "GolfAnimatedGame"; // RuleText.text = "DUMP RESORT: TAP at the right moment"; } else if (rvalue2 == 1) { NextGame = "TextGame1"; // RuleText.text = "COVFEFE: TAP the correct letters"; } else if (rvalue2 == 2) { NextGame = "SodaGame"; // RuleText.text = "CHUG DIET SODA: CLICK and HOLD soda"; } else if (rvalue2 == 3) { NextGame = "WallGame"; // RuleText.text = "BUILD THE WALL: TAP to place missing bricks"; } else if (rvalue2 == 4) { NextGame = "GrabCatGame"; // RuleText.text = "GRAB THE PUSSY: TAP to grab the pussy"; } else if (rvalue2 == 5) { NextGame = "SteakGame"; // RuleText.text = "SHAKE THE KETCHUP! CLICk and DRAG to prepare your meal"; } else if (rvalue2 == 6) { NextGame = "ButinGame"; // RuleText.text = "PROTECT BUTIN: CLICK to hide Butin"; } else if (rvalue2 == 7) { NextGame = "CombGame"; // RuleText.text = "READY THE NUKES: TAP the keys in time"; } else if (rvalue2 == 8) { NextGame = "GrabWomanGame"; // RuleText.text = "GRAB THE PUSSY: TAP to grab the pussy"; } else if (rvalue2 == 9) { NextGame = "EarthGame"; // RuleText.text = "CLICK THE USA to exit the Paris agreement"; } else if (rvalue2 == 10) { NextGame = "PipeGame"; // RuleText.text = "Drag the pipes to the pipeline"; } else if (rvalue2 == 11) { NextGame = "MoneyGame"; // RuleText.text = "P**N STAR HUSH MONEY: CLICK and DRAG only 130,000 dollars"; } else if (rvalue2 == 12) { NextGame = "ImmigrantsGame"; // RuleText.text = "KEEP THOSE IMMIGRANTS OUT!: TAP on the immigrant"; } else if (rvalue2 == 13) { NextGame = "AirportGame"; // RuleText.text = "KEEP THOSE MUSLIMS OUT!: TAP on the muslim"; } else if (rvalue2 == 14) { NextGame = "KeyGame"; // RuleText.text = "READY THE NUKES: TAP the keys in time"; } } }
void Update() { if (alive) { timeLeft -= Time.deltaTime; if (timeLeft < 0) { if (Input.touchCount == 1) // user is touching the screen with a single touch { Touch touch = Input.GetTouch(0); // get the touch if (touch.phase == TouchPhase.Began) //check for the first touch { fp = touch.position; lp = touch.position; } else if (touch.phase == TouchPhase.Moved) // update the last position based on where they moved { lp = touch.position; } else if (touch.phase == TouchPhase.Ended) //check if the finger is removed from the screen { lp = touch.position; //last touch position. Ommitted if you use list //Check if drag distance is greater than 15% of the screen height if (Mathf.Abs(lp.x - fp.x) > dragDistance || Mathf.Abs(lp.y - fp.y) > dragDistance) {//It's a drag //check if the drag is vertical or horizontal if ((lp.x - fp.x) > 0 && (lp.y - fp.y) > 0) { if (transform.position.x < xR)//Right swipe { this.transform.Translate(1 * movementScale, 0, 0); } } if ((lp.x - fp.x) < 0 && (lp.y - fp.y) > 0) { //lewo if (transform.position.y < yT) // Debug.Log("Up Swipe"); { this.transform.Translate(0, 1 * movementScale, 0); } } if ((lp.x - fp.x) > 0 && (lp.y - fp.y) < 0) { //gora if (transform.position.y > yB) // Debug.Log("Down Swipe"); { this.transform.Translate(0, -1 * movementScale, 0); } } if ((lp.x - fp.x) < 0 && (lp.y - fp.y) < 0) { //dol if (transform.position.x > xL) // Debug.Log("Left Swipe"); { this.transform.Translate(-1 * movementScale, 0, 0); } } } else { //It's a tap as the drag distance is less than 20% of the screen height //Here we can make tap.postion as desiredPostion to move object rounded to the nearest block //Debug.Log("Tap"); } } } } foreach (GameObject red in CubeRed) { if (red.transform.position.x == transform.position.x && red.transform.position.y == transform.position.y) { Bomb(); alive = false; } } if (transform.position.y == yT && transform.position.x == xR) { RightBottom.GetComponent <FinalGoindUp>().Colour(); RightBottom.GetComponent <FinalGoindUp>().Metod(); Up.GetComponent <MoveGoingUp>().Metod(); Invoke("next", 2); } } }