Exemple #1
0
    /*public void CreateButton(string text, Vector3 position)
     * {
     *  GameObject button = new GameObject();
     *  button.AddComponent<RectTransform>();
     *  button.AddComponent<Button>();
     *  button.transform.position = position;
     * }*/

    public void PostTurn()
    {
        // this function is used to process the endin of a turn after a normal tile

        // jumps if needed and proceeds to next turn
        float delay = GameData.GetActivePiece().JumpIfNeeded();

        //ends tile effect
        HideAllEffects();

        if (delay == 0)
        {
            // since no jump happened


            bool collision = false;
            bool merge     = false;

            if (GameData.GetMergeCollide())
            {
                collision = CheckCollision();
                merge     = CheckMerge();
            }

            //if no collision move on to next turn
            if (!collision && !merge)
            {
                // hide message screen
                GameGUI.HideMessageScreen();

                //check for winner
                StartCoroutine(CheckWinner(delay));
            }
        }
    }
Exemple #2
0
    public void DoSpecialCommand()
    {
        //hides the tile effect
        HideAllEffects();

        // executes the special command
        GameGUI.HideMessageScreen();
        if (GameData.GetMergeCollide())
        {
            CheckCollision();
            CheckMerge();
        }
        Invoke(GameData.GetActivePiece().GetCurrTile().GetSpecialCommand(), 0);
    }
Exemple #3
0
    void ShowOtherLines()
    {
        // make line normal when mouse is not over it
        LightSaberFactor = 1;

        //hide the next tile preview
        GameGUI.HideMessageScreen();

        //show other lines
        //hide other lines
        foreach (Line line in hiddenLines)
        {
            line.gameObject.SetActive(true);
        }
    }