// Use this for initialization void Start() { eggsRemaining = 5; state = Eggs_Remaining.FIVE_REMAINING; foreach (GameObject eggTexture in GameObject.FindGameObjectsWithTag("eggTexture")) { eggTextures.Add(eggTexture); } youWinGUI = GameObject.FindGameObjectWithTag("YouWinGUI"); }
// Update is called once per frame void Update() { /* * Depending on the amount of eggs found, I alter the appearence of the GUI textures on screen. When an egg is not * found, its texture is transparent so its clear that it hasnt been found. When it is found, I set it to be * NOT transparent so its clear it has been found. */ switch (state) { case Eggs_Remaining.FIVE_REMAINING: foreach (GameObject eggTexture in eggTextures) { newEggColour = eggTexture.guiTexture.color; newEggColour.a = 0.1f; eggTexture.guiTexture.color = newEggColour; if (eggsRemaining == 4) { state = Eggs_Remaining.FOUR_REMAINING; } } break; case Eggs_Remaining.FOUR_REMAINING: newEggColour = eggTextures[0].guiTexture.color; newEggColour.a = 1.0f; eggTextures[0].guiTexture.color = newEggColour; if (eggsRemaining == 3) { state = Eggs_Remaining.THREE_REMAINING; } break; case Eggs_Remaining.THREE_REMAINING: newEggColour = eggTextures[0].guiTexture.color; newEggColour.a = 1.0f; eggTextures[0].guiTexture.color = newEggColour; eggTextures[1].guiTexture.color = newEggColour; if (eggsRemaining == 2) { state = Eggs_Remaining.TWO_REMAINING; } break; case Eggs_Remaining.TWO_REMAINING: newEggColour = eggTextures[0].guiTexture.color; newEggColour.a = 1.0f; eggTextures[0].guiTexture.color = newEggColour; eggTextures[1].guiTexture.color = newEggColour; eggTextures[2].guiTexture.color = newEggColour; if (eggsRemaining == 1) { state = Eggs_Remaining.ONE_REMAINING; } break; case Eggs_Remaining.ONE_REMAINING: newEggColour = eggTextures[0].guiTexture.color; newEggColour.a = 1.0f; eggTextures[0].guiTexture.color = newEggColour; eggTextures[1].guiTexture.color = newEggColour; eggTextures[2].guiTexture.color = newEggColour; eggTextures[3].guiTexture.color = newEggColour; if (eggsRemaining == 0) { state = Eggs_Remaining.NONE_REMAINING; } break; case Eggs_Remaining.NONE_REMAINING: foreach (GameObject eggTexture in eggTextures) { newEggColour = eggTexture.guiTexture.color; newEggColour.a = 1.0f; eggTexture.guiTexture.color = newEggColour; } StartCoroutine("WonGame"); break; } }