Exemple #1
0
        private void switchThemeBtn_Click(object sender, EventArgs e)
        {
            int theme;

            ColorHandler.ColorType currentTheme = colorFactory.GetCurrentThemeType();
            Random rnd = new Random();


            while (true)
            {
                theme = rnd.Next(0, 4);
                if (currentTheme != (ColorHandler.ColorType)theme)
                {
                    break;
                }
            }


            colorFactory.SetColorScheme((ColorHandler.ColorType)theme);

            MegaUpdate();
            UpdateTheme();
        }
Exemple #2
0
    void OnLevelWasLoaded(int level)
    {
//		Debug.Log (testIndex + "]*****OnLevelWasLoaded | level = " + level + " | prevLevel = " + prevLevel);
//		Debug.Log ("God: " + currentGodMaterialIndex + ", winMinion: " + minionWinnerPlayerIndex + ", minionMaterial: " + minionWinnerMaterialIndex);
//		testIndex++;
        Time.timeScale = 1f;

        colorHandler.SetColorScheme(currentGodMaterialIndex);

        //ResetActivatedMinionsToStartOfLevel ();

        //First time in the main menu after game start
        if (level == 1 && prevLevel == 0)
        {
            inputHandler.CreateThreeMinions(2f);

            minions = inputHandler.GetMinionsArray();

            colorHandler.SetColorScheme(currentGodMaterialIndex);
            //UpdateMinionColors ();

            InitMinionColors();
        }

        //Everytime you go to main menu
        if (level == 1)
        {
            //Debug.Log ("level == 1");

            SetMenuBoundaries();

            ActivateAllMinionGameObjects();
        }

        //Everytime last scene was main menu
        if (prevLevel == 1)
        {
            //Debug.Log ("prevLevel == 1");

            DeactivateUnusedPlayers();
        }

        //If not the opening load scene or the level
        if (level != 0 && level != 6)
        {
            //Debug.Log ("level != 0 && level != 6");

            PositionMinionsInRow(1f);
        }

        //If previous scene was the level
        if (prevLevel == 6)
        {
            //Debug.Log ("prevLevel == 6");

            //UpdateWinnersAndLosers ();

            colorHandler.SetColorScheme(currentGodMaterialIndex);
            UpdateMinionColors();
        }


        //Everytime you go to the level
        if (level == 6)
        {
            //Debug.Log ("level == 6");

            DeactivateUnusedPlayers();

            SetLevelBoundaries();
            PositionMinionsInRow(5f);
        }


        prevLevel = level;
    }