public static void PutFireOnlyOnGridBounds(JigsawGrid grid) // wanna some fire only on frame? help yourself! { int key = 0; for (int row = 0; row < grid.rows; row++) { for (int col = 0; col < grid.cols; col++) { bool up = false, bottom = false, left = false, right = false; if (row == 0) { up = true; } if (col == 0) { left = true; } if (col == grid.cols - 1) { right = true; } if (row == grid.rows - 1) { bottom = true; } EnableFlames(grid.tiles_grid[key], up, bottom, left, right); key++; } } }
public static void TurnOffPhysics(JigsawGrid grid) //Grid is not clickable { grid.gameObjectGrid.GetComponent <EdgeCollider2D>().isTrigger = false; foreach (TileTracker tile in grid.gameObjectGrid.GetComponentsInChildren <TileTracker>()) { tile.GetComponent <Rigidbody2D>().simulated = false; } }
private void LoadImage() { Vector2Int gridDifficulty = GridController.DifficultyToBounds(_shownPlace.gameDifficulty); _gridIMG = new JigsawGrid(gridDifficulty, _shownPlace.imagePath, _shownPlace.gameDifficulty, parentCanvas); GridHelper.SetPosition(_gridIMG, placePic.transform); GridHelper.ScaleGrid(_gridIMG, new Vector3(0.5f, 0.5f, 0.5f)); GridHelper.TurnOffFlamesAtAll(_gridIMG); GridHelper.TurnOffPhysics(_gridIMG); }
} //method for setting particular tile edges on fire public static void SetGravityModifierForFlames(JigsawGrid grid, float modifier) //DEFAULT - 0.03, BE CAREFUL WITH HIGHER!!! { foreach (TileTracker tile in grid.tiles_grid) { foreach (ParticleSystem particle in tile.GetComponentsInChildren <ParticleSystem>()) { ParticleSystem.MainModule main = particle.main; main.gravityModifier = modifier; } } }
public static void TurnOffFlamesAtAll(JigsawGrid grid) { foreach (TileTracker tile in grid.tiles_grid) { foreach (ParticleSystem particle in tile.GetComponentsInChildren <ParticleSystem>()) { ParticleSystem.EmissionModule em = particle.emission; em.enabled = false; } } }
private void InitializeGrid(string jigsaw_subject, string title, Vector2Int lvlIndicator) { grid = new JigsawGrid(lvlIndicator, jigsaw_subject, _playedPlace.gameDifficulty, canvasGui); grid_help = new JigsawGrid(lvlIndicator, jigsaw_subject, _playedPlace.gameDifficulty, canvasGui); txt_title.text = title; inHelpMode = false; txt_help.enabled = false; flames_help = Instantiate(Resources.Load <GameObject>("Jigsaw_prefabs/" + "Grid_Help_Flames"), canvasGui.transform, false); GridHelper.SetPosition(grid_help, flames_help.transform); GridHelper.ScaleGrid(grid_help, new Vector3(0.7f, 0.7f, 0.7f)); GridHelper.TurnOffFlamesAtAll(grid_help); GridHelper.TurnOffPhysics(grid_help); GridHelper.SetGravityModifierForFlames(grid, -0.02f); grid_help.gameObjectGrid.SetActive(false); flames_help.SetActive(false); InitGridForGame(); }
public static void SetPosition(JigsawGrid grid, Transform transform) { grid.gameObjectGrid.transform.position = transform.position; }
public static void ScaleGrid(JigsawGrid grid, Vector3 scale) { grid.gameObjectGrid.transform.localScale = scale; }