private void ResetLetters() { for (int i = 0; i < _letterDump.Count; i++) { if (_letterDump[i]) { Destroy(_letterDump[i].transform.parent.gameObject); } } _letterDump.Clear(); _line1Index = 0; _line2Index = 0; _line3Index = 0; _line1 = null; _line2 = null; _line3 = null; _waitTimer = _waitTime; _secondaryCol = false; _rainbow = false; _currEffect = LetterScript.TextEffect.Normal; _mask.gameObject.SetActive(true); }
private void Commands(LetterScript letter) { if (!_rainbow) { if (_secondaryCol) { letter.InitEffects(_currEffect, _secColor); } else { letter.InitEffects(_currEffect, _defColor); } } else { letter.InitEffects(_currEffect, true); } //sound //if (Time.frameCount % 3 == 0) // _snd.Play("Blip", false, 0); switch (letter.Letter) { case '#': Destroy(letter.transform.parent.gameObject); break; case '£': Destroy(letter.transform.parent.gameObject); if (_currEffect == LetterScript.TextEffect.Wavy) { _currEffect = LetterScript.TextEffect.Normal; } else { _currEffect = LetterScript.TextEffect.Wavy; } break; case '%': Destroy(letter.transform.parent.gameObject); if (_currEffect == LetterScript.TextEffect.Shaky) { _currEffect = LetterScript.TextEffect.Normal; } else { _currEffect = LetterScript.TextEffect.Shaky; } break; case '*': Destroy(letter.transform.parent.gameObject); _secondaryCol = !_secondaryCol; break; case '$': Destroy(letter.transform.parent.gameObject); _rainbow = !_rainbow; break; case '°': Destroy(letter.transform.parent.gameObject); break; default: break; } }