void Update() { if (fail == true) { Piece1.GetComponent <SpriteRenderer>().sprite = CrumbleWall; Piece2.GetComponent <SpriteRenderer>().sprite = CrumbleWall; Piece3.GetComponent <SpriteRenderer>().sprite = CrumbleWall; Piece4.GetComponent <SpriteRenderer>().sprite = CrumbleWall; Win = 0; } else if (p1 == true && p2 == true && p3 == true && p4 == true) { Piece1.GetComponent <SpriteRenderer>().sprite = FixWall; Piece2.GetComponent <SpriteRenderer>().sprite = FixWall; Piece3.GetComponent <SpriteRenderer>().sprite = FixWall; Piece4.GetComponent <SpriteRenderer>().sprite = FixWall; Win = 1; } else { if (p1 == true) { Piece1.GetComponent <SpriteRenderer>().sprite = FixWall; } if (p2 == true) { Piece2.GetComponent <SpriteRenderer>().sprite = FixWall; } if (p3 == true) { Piece3.GetComponent <SpriteRenderer>().sprite = FixWall; } if (p4 == true) { Piece4.GetComponent <SpriteRenderer>().sprite = FixWall; } p1 = Piece1.GetComponent <ClickItem>().Clicked; p2 = Piece2.GetComponent <ClickItem>().Clicked; p3 = Piece3.GetComponent <ClickItem>().Clicked; p4 = Piece4.GetComponent <ClickItem>().Clicked; fail = Back.GetComponent <ClickItem>().Clicked; } if (T < 0) { PlayerPrefs.SetInt("Result", Win); Back.GetComponent <PresentResults>().enabled = true; Back.GetComponent <GameWall>().enabled = false; } else { T = T - Time.deltaTime; } }
// Update is called once per frame void Update() { //gameObject.GetComponentInParent<HingeJoint>(); Camera cam = SelectCam.GetComponent <Camera>(); Vector3 mousePos = cam.ScreenToWorldPoint(Input.mousePosition); Collider2D col = Physics2D.OverlapPoint(mousePos); if (Input.GetMouseButtonDown(0)) { //右に移動 foreach (GameObject Right in right) { if (col == Right.GetComponent <GameObject>()) { SelectCam.transform.position = new Vector3(this.transform.position.x + 40, this.transform.position.y, -10); } } //左に移動 foreach (GameObject Left in left) { if (col == Left.GetComponent <GameObject>()) { SelectCam.transform.position = new Vector3(this.transform.position.x - 40, this.transform.position.y, -10); } } //上に移動 foreach (GameObject UP in up) { if (col == UP.GetComponent <GameObject>()) { SelectCam.transform.position = new Vector3(0, 0, -10); } } //下に移動 foreach (GameObject Down in down) { if (col == Down.GetComponent <GameObject>()) { SelectCam.transform.position = new Vector3(0, -20, -10); } } //タイトルへ戻る foreach (GameObject Back in back) { if (col == Back.GetComponent <GameObject>()) { Application.LoadLevel("0"); //Scene0 = Title.name } } } }
void Start() { ScoreText.enabled = false; LivesText.enabled = false; RuleText.enabled = false; Progress = 1; Win = 0; T = PlayerPrefs.GetFloat("PTime"); tt = T; p1 = Piece1.GetComponent <ClickItem>().Clicked; p2 = Piece2.GetComponent <ClickItem>().Clicked; p3 = Piece3.GetComponent <ClickItem>().Clicked; p4 = Piece4.GetComponent <ClickItem>().Clicked; fail = Back.GetComponent <ClickItem>().Clicked; }
public void Setup(Rigidbody2D rb2d, Cell cell) { foreach (Flagellum flagellum in cell.cellProperties.flagellums) { switch (flagellum.position) { case Flagellum.Position.Front: Front.transform.localScale = new Vector3(Front.transform.localScale.x, flagellum.size, Front.transform.localScale.z); Front.GetComponent <FlagellumImpulseFrequency>().value = flagellum.impulseFrequency; Front.SetActive(flagellum.impulseFrequency > 0); break; case Flagellum.Position.Front_Right: Front_Right.transform.localScale = new Vector3(Front.transform.localScale.x, flagellum.size, Front.transform.localScale.z); Front_Right.GetComponent <FlagellumImpulseFrequency>().value = flagellum.impulseFrequency; Front_Right.SetActive(flagellum.impulseFrequency > 0); break; case Flagellum.Position.Right: Right.transform.localScale = new Vector3(Front.transform.localScale.x, flagellum.size, Front.transform.localScale.z); Right.GetComponent <FlagellumImpulseFrequency>().value = flagellum.impulseFrequency; Right.SetActive(flagellum.impulseFrequency > 0); break; case Flagellum.Position.Back_Right: Back_Right.transform.localScale = new Vector3(Front.transform.localScale.x, flagellum.size, Front.transform.localScale.z); Back_Right.GetComponent <FlagellumImpulseFrequency>().value = flagellum.impulseFrequency; Back_Right.SetActive(flagellum.impulseFrequency > 0); break; case Flagellum.Position.Back: Back.transform.localScale = new Vector3(Front.transform.localScale.x, flagellum.size, Front.transform.localScale.z); Back.GetComponent <FlagellumImpulseFrequency>().value = flagellum.impulseFrequency; Back.SetActive(flagellum.impulseFrequency > 0); break; case Flagellum.Position.Back_Left: Back_Left.transform.localScale = new Vector3(Front.transform.localScale.x, flagellum.size, Front.transform.localScale.z); Back_Left.GetComponent <FlagellumImpulseFrequency>().value = flagellum.impulseFrequency; Back_Left.SetActive(flagellum.impulseFrequency > 0); break; case Flagellum.Position.Left: Left.transform.localScale = new Vector3(Front.transform.localScale.x, flagellum.size, Front.transform.localScale.z); Left.GetComponent <FlagellumImpulseFrequency>().value = flagellum.impulseFrequency; Left.SetActive(flagellum.impulseFrequency > 0); break; case Flagellum.Position.Front_Left: Front_Left.transform.localScale = new Vector3(Front.transform.localScale.x, flagellum.size, Front.transform.localScale.z); Front_Left.GetComponent <FlagellumImpulseFrequency>().value = flagellum.impulseFrequency; Front_Left.SetActive(flagellum.impulseFrequency > 0); break; } } this.rb2d = rb2d; this.degreeToObjective = UnityEngine.Random.Range(0, 360); this.cell = cell; if (!Application.isPlaying) { return; } StartCoroutine(DoFlagellumPropulsion(Front)); StartCoroutine(DoFlagellumPropulsion(Front_Right)); StartCoroutine(DoFlagellumPropulsion(Right)); StartCoroutine(DoFlagellumPropulsion(Back_Right)); StartCoroutine(DoFlagellumPropulsion(Back)); StartCoroutine(DoFlagellumPropulsion(Back_Left)); StartCoroutine(DoFlagellumPropulsion(Left)); StartCoroutine(DoFlagellumPropulsion(Front_Left)); }
// Each time you press a button move to the correct menu page void FixedUpdate() { // Called when you quit a game you're in if (Store.activeSelf && !_stop) { Lights.GetComponent <ParticleController>().Play(); _stop = true; } // Called after log in if (!_started && GetComponent <Controller>().LoggedIn) { _started = true; Store.SetActive(true); Single.SetActive(true); Title.SetActive(true); Online.SetActive(true); Controls.SetActive(true); } // Called when you enter the store if (Store.GetComponent <ButtonController>().Pressed == true) { Store.transform.GetComponent <Renderer>().material = Materials[0]; Store.GetComponent <ButtonController>().Pressed = false; Store.SetActive(false); Single.SetActive(false); Title.SetActive(false); Online.SetActive(false); Controls.SetActive(false); Shop.SetActive(true); BackTL.SetActive(true); Transition(2); } // Called when you select the online button if (Online.GetComponent <ButtonController>().Pressed == true) { Online.transform.GetComponent <Renderer>().material = Materials[0]; Host.transform.GetComponent <Renderer>().material = Materials[0]; Online.GetComponent <ButtonController>().Pressed = false; Host.SetActive(true); Join.SetActive(true); Back.SetActive(true); Store.SetActive(false); Title.SetActive(false); Single.SetActive(false); Online.SetActive(false); Controls.SetActive(false); Transition(2); } // Called when you select the back button if (Back.GetComponent <ButtonController>().Pressed == true) { Back.transform.GetComponent <Renderer>().material = Materials[0]; Back.GetComponent <ButtonController>().Pressed = false; Host.SetActive(false); Join.SetActive(false); Back.SetActive(false); Store.SetActive(true); Single.SetActive(true); Title.SetActive(true); Online.SetActive(true); Controls.SetActive(true); Transition(1); } // Called when you request to be a host if (Host.GetComponent <ButtonController>().Pressed == true) { Host.transform.GetComponent <Renderer>().material = Materials[0]; Lights.GetComponent <ParticleController>().Stop(); Host.GetComponent <ButtonController>().Pressed = false; // Respawns the networkcontroller on the server so you can pass messages to clients _networkManager.GetComponent <NetworkManager>().StartHost(); NetworkServer.Spawn(NetworkController); foreach (GameObject g in GameModes) { GameObject mode = GameObject.Instantiate(g); NetworkServer.Spawn(mode); } Host.SetActive(false); Join.SetActive(false); Back.SetActive(false); _stop = false; } // Called when you ask to join a game if (Join.GetComponent <ButtonController>().Pressed == true) { Join.transform.GetComponent <Renderer>().material = Materials[0]; Lights.GetComponent <ParticleController>().Stop(); _stop = false; _networkManager.GetComponent <NetworkManager>().StartClient(); PTC.SetActive(true); Connecting.SetActive(true); Host.SetActive(false); Join.SetActive(false); Back.SetActive(false); Join.GetComponent <ButtonController>().Pressed = false; } // Called when you ask to play a single player game if (Single.GetComponent <ButtonController>().Pressed == true) { Single.transform.GetComponent <Renderer>().material = Materials[0]; Lights.GetComponent <ParticleController>().Stop(); _stop = false; Single.GetComponent <ButtonController>().Pressed = false; SinglePlayer = true; Store.SetActive(false); Single.SetActive(false); Title.SetActive(false); Online.SetActive(false); Controls.SetActive(false); Transition(2); } // Called when you go to the controls menu if (Controls.GetComponent <ButtonController>().Pressed == true) { Controls.transform.GetComponent <Renderer>().material = Materials[0]; Controls.GetComponent <ButtonController>().Pressed = false; Controls.SetActive(false); Guide.SetActive(true); Store.SetActive(false); Single.SetActive(false); Title.SetActive(false); Online.SetActive(false); BackTL.SetActive(true); Transition(2); } // Called when you press the back button in the store or controls menu if (BackTL.GetComponent <ButtonController>().Pressed == true) { BackTL.GetComponent <ButtonController>().Pressed = false; BackTL.SetActive(false); Shop.SetActive(false); Guide.SetActive(false); Store.SetActive(true); Single.SetActive(true); Title.SetActive(true); Online.SetActive(true); Controls.SetActive(true); Transition(1); } // If you're trying to join a server but cancel if (Input.GetKeyDown(KeyCode.Escape) && Connecting.activeSelf) { _networkManager.GetComponent <NetworkManager>().StopClient(); PTC.SetActive(false); Connecting.SetActive(false); Transition(1); } // When you actually connecct to the server hide all the extra buttons if (NetworkController.GetComponent <NetworkController>().Server || NetworkController.GetComponent <NetworkController>().Client) { Host.SetActive(false); Join.SetActive(false); Back.SetActive(false); PTC.SetActive(false); Connecting.SetActive(false); } }