Exemple #1
0
    IEnumerator DoLand(Tile currTile)
    {
        // displays tile text and reacts according to tile type
        yield return(new WaitForSeconds(moveDuration));

        // play corresponding tile animation
        currTile.PlayEffect();

        GameGUI.ShowMessageScreen(currTile);

        // play corresponding animation
        switch (currTile.GetTileType())
        {
        case "jumpBack":
            DoSad();
            break;

        case "finish":
            DoFinish();
            break;

        case "jumpAhead":
            DoHappy();
            break;

        default:
            break;
        }
    }
Exemple #2
0
    /*public void JumpToNextTile(int pathIndex)
     * {
     *  // moves piece to another tile after landing
     *  Tile nextTile = currTile.GetNext()[pathIndex];
     *  Vector3 currPos3d = new Vector3(currTile.GetPosition().x, 0, currTile.GetPosition().y);
     *  Vector3 newPos3d = new Vector3(nextTile.GetPosition().x, 0, nextTile.GetPosition().y);
     *  DoJump(currPos3d, newPos3d);
     *  currTile = nextTile;
     * }*/

    public void JumpToLandNextTile()
    {
        // moves piece to another tile after landing
        Tile    nextTile  = currTile.GetLandNext();
        Vector3 currPos3d = new Vector3(currTile.GetPosition().x, 0, currTile.GetPosition().y);
        Vector3 newPos3d  = new Vector3(nextTile.GetPosition().x, 0, nextTile.GetPosition().y);

        DoJump(currPos3d, newPos3d);
        currTile = nextTile;
        GameGUI.ShowMessageScreen(currTile);
    }