public void PinSetterAction(ActionManager.MyAction myAction) { switch (myAction) { case ActionManager.MyAction.Tidy: anim.SetTrigger("tidyPinsTrigger"); break; case ActionManager.MyAction.Reset: anim.SetTrigger("resetPinsTrigger"); pinCounter.Reset(); break; case ActionManager.MyAction.EndTurn: anim.SetTrigger("resetPinsTrigger"); pinCounter.Reset(); break; case ActionManager.MyAction.EndGame: Debug.Log("Don't know how to handle EndGame yet!"); break; default: break; } }
public void PerfomAction(ActionMaster.Action action) { if (action == ActionMaster.Action.Tidy) { animator.SetTrigger("tidyTrigger"); } else if (action == ActionMaster.Action.EndTurn) { animator.SetTrigger("resetTrigger"); pinCounter.Reset(); } else if (action == ActionMaster.Action.Reset) { animator.SetTrigger("resetTrigger"); pinCounter.Reset(); } else if (action == ActionMaster.Action.EndGame) { // TODO erase this code when end of game is coded animator.SetTrigger("resetTrigger"); pinCounter.Reset(); //throw new UnityException ("Don't know how to handle end of game yet"); } }
public void PerformAction(ActionMaster.Action action) { switch (action) { case ActionMaster.Action.TIDY: animator.SetTrigger("tidyTrigger"); break; case ActionMaster.Action.RESET: animator.SetTrigger("resetTrigger"); pinCounter.Reset(); break; case ActionMaster.Action.END_TURN: animator.SetTrigger("resetTrigger"); pinCounter.Reset(); break; case ActionMaster.Action.END_GAME: // No logic yet. break; default: break; } }
public void SwiperAction(ActionMaster.Action action) { // Beware !! any actionMaster.Bowl() will push the bowl count. if (action == ActionMaster.Action.Tidy) { animator.SetTrigger("tidyTrigger"); pinCounter.Tidy(); } else if (action == ActionMaster.Action.Reset) { animator.SetTrigger("resetTrigger"); pinCounter.Reset(); } else if (action == ActionMaster.Action.EndTurn) { animator.SetTrigger("resetTrigger"); pinCounter.Reset(); } else if (action == ActionMaster.Action.EndGame) { animator.SetTrigger("resetTrigger"); pinCounter.Reset(); throw new UnityException("Don't know what to do now."); } }
public void PerformAction(ActionMasterOld.Action action) { if (action == ActionMasterOld.Action.Tidy) { animator.SetTrigger("tidyTrigger"); } else if (action == ActionMasterOld.Action.EndTurn) { animator.SetTrigger("resetTrigger"); pinCounter.Reset(); } else if (action == ActionMasterOld.Action.Reset) { animator.SetTrigger("resetTrigger"); pinCounter.Reset(); } else if (action == ActionMasterOld.Action.EndGame) { //throw new UnityException("Game ended"); levelManager.LoadLevel("GameEnd"); } //OR //string trigger=actionMaster.Bowl (pinFall).ToString(); //animator.SetTrigger (trigger); }
public void PerformAction(ActionMaster.Action action) { if (action == ActionMaster.Action.Tidy) { dragLounch.CanItLounch = false; animator.SetTrigger("tidyTrigger"); } else if (action == ActionMaster.Action.Reset) { dragLounch.CanItLounch = false; animator.SetTrigger("resetTrigger"); pinCounter.Reset(); } else if (action == ActionMaster.Action.EndGame) { levelFinished.SetActive(true); Invoke("LoadMainMenu()", 3f); } else if (action == ActionMaster.Action.EndTurn) { dragLounch.CanItLounch = false; animator.SetTrigger("resetTrigger"); pinCounter.Reset(); } }
void RenewPins() { GameObject newPins = Instantiate(pinSet, new Vector3(0, 45, 1896), Quaternion.identity); foreach (Transform child in newPins.transform) { } pinCounter.Reset(); }
IEnumerator WaitAndReset() { yield return(new WaitForSeconds(5)); pinsetter.RenewPins(); pincounter.Reset(); }
public void PerformAction(ActionMaster.Action action) { if (action == ActionMaster.Action.Tidy) { animator.SetTrigger("tidyTrigger"); } else if (action == ActionMaster.Action.EndTurn) { //I didnt have this in before maybe I had done it elsewhere pinCounter.Reset(); animator.SetTrigger("resetTrigger"); } else if (action == ActionMaster.Action.Reset) { //I didnt have this in before maybe I had done it elsewhere pinCounter.Reset(); animator.SetTrigger("resetTrigger"); } else if (action == ActionMaster.Action.EndGame) { // need to disable scorebored but they are just functions so need to just stop them being called and colour the boards //Debug.Log("EndGame"); // rollBall.Reset(); //need invoked this Color newColorPinkBlue = new Vector4(223f / 255f, 188f / 255f, 255f / 225f, 197f / 225f);//DFA9FFB2 GameObject scores = GameObject.Find("Scores"); scores.GetComponent <CanvasRenderer>().SetColor(newColorPinkBlue); RenewPins(); RenewPins(); RenewPins(); RenewPins(); RenewPins(); RenewPins(); RenewPins(); RenewPins(); RenewPins(); RenewPins(); RenewPins(); RenewPins(); RenewPins(); RenewPins(); RenewPins(); RenewPins(); RenewPins(); RenewPins(); RenewPins(); RenewPins(); RenewPins(); RenewPins(); RenewPins(); RenewPins(); RenewPins(); RenewPins(); RenewPins(); RenewPins(); RenewPins(); RenewPins(); RenewPins(); RenewPins(); RenewPins(); RenewPins(); RenewPins(); RenewPins(); RenewPins(); RenewPins(); RenewPins(); RenewPins(); RenewPins(); RenewPins(); RenewPins(); RenewPins(); RenewPins(); RenewPins(); RenewPins(); RenewPins(); RenewPins(); //pinCounter.Reset(); //animator.SetTrigger("resetTrigger"); //turn the array pink or green and disable the ball //maybe do something funny like instantiate the pins loads so they explode everywhere and put the ball in the middle and swiper on repeat //disable code for keeping score } }
public void PerformAction(ActionMaster.Action action) { if (action == ActionMaster.Action.Tidy) { animator.SetTrigger("tidyTrigger"); } else if (action == ActionMaster.Action.EndTurn) { animator.SetTrigger("resetTrigger"); pinCounter.Reset(); } else if (action == ActionMaster.Action.Reset) { animator.SetTrigger("resetTrigger"); pinCounter.Reset(); } else if (action == ActionMaster.Action.EndGame) { throw new UnityException("yet to define how to heandle endGame"); } }
//trigger apropriate actions public void PerformAction(ActionMaster.Action action) { if (action == ActionMaster.Action.Tidy) { animator.SetTrigger("tidyTrigger"); } else if (action == ActionMaster.Action.Reset) { pinCounter.Reset(); animator.SetTrigger("resetTrigger"); } else if (action == ActionMaster.Action.EndTurn) { pinCounter.Reset(); animator.SetTrigger("resetTrigger"); } else if (action == ActionMaster.Action.EndGame) { throw new UnityException("End game triggered"); } }
public void PreformAction(ActionMaster.Action action) { if (action == ActionMaster.Action.EndTurn) { pinCounter.Reset(); anim.SetTrigger("resetTrigger"); } else if (action == ActionMaster.Action.Tidy) { anim.SetTrigger("tidyTrigger"); } else if (action == ActionMaster.Action.Reset) { pinCounter.Reset(); anim.SetTrigger("resetTrigger"); } else if (action == ActionMaster.Action.EndGame) { throw new UnityException("Do not know how to do endgame yet"); } }
public void perfomanceAction(ActionMaster.Action action) { if (action == ActionMaster.Action.Tidy) { animator.SetTrigger("TidyTrigger"); } else if (action == ActionMaster.Action.EndTurn) { animator.SetTrigger("resetTrigger"); pinCounter.Reset(); } else if (action == ActionMaster.Action.Reset) { animator.SetTrigger("resetTrigger"); pinCounter.Reset(); } else if (action == ActionMaster.Action.EndGame) { throw new UnityException("Dont know how to handle end game yet"); } }
public void PerformAction(ActionMaster.Action action) { if (action == ActionMaster.Action.Tidy) { animator.SetTrigger("tidyTrigger"); } else if (action == ActionMaster.Action.EndTurn) { animator.SetTrigger("resetTrigger"); pinCounter.Reset(); } else if (action == ActionMaster.Action.Reset) { animator.SetTrigger("resetTrigger"); pinCounter.Reset(); } else if (action == ActionMaster.Action.EndGame) { throw new UnityException("Don't know how to trigger end Game yet"); } }
public void PerformAction(ActionMaster.Action action) { if (action == ActionMaster.Action.Tidy) { animator.SetTrigger("tidy_trigger"); } else if (action == ActionMaster.Action.EndTurn) { pinCounter.Reset(); animator.SetTrigger("reset_trigger"); } else if (action == ActionMaster.Action.Reset) { pinCounter.Reset(); animator.SetTrigger("reset_trigger"); } else if (action == ActionMaster.Action.Reset) { throw new UnityException("Don't know how to handle the endgame"); } }
public void AnimationCall(ActionMaster.Action action) { if (action == ActionMaster.Action.Tidy) { animator.SetTrigger("tidyTrigger"); } else if (action == ActionMaster.Action.Reset) { animator.SetTrigger("resetTrigger"); pinCounter.Reset(); } else if (action == ActionMaster.Action.EndTurn) { animator.SetTrigger("resetTrigger"); pinCounter.Reset(); } else if (action == ActionMaster.Action.EndGame) { throw new UnityException("TODO : set up to end game"); } }
public void PerformAction(ActionMaster.Action action) { if (action == ActionMaster.Action.Tidy) { anim.SetTrigger("TidyTrigger"); } else if (action == ActionMaster.Action.EndTurn) { anim.SetTrigger("ResetTrigger"); pc.Reset(); } else if (action == ActionMaster.Action.Reset) { anim.SetTrigger("ResetTrigger"); pc.Reset(); } else if (action == ActionMaster.Action.EndGame) { throw new UnityException("Dont know how to handle"); } }
//void CheckStandingCount() //{ // int count = CountStanding(); // if (lastStandingCount != count) // { // lastStandingCount = count; // lastChangeTime = Time.time; // return; // } // if (Time.time - lastChangeTime >= 3f) // { // PinsHaveSettled(); // } //} //void PinsHaveSettled() //{ // int standingPins = CountStanding(); // int pinsFall = lastSettledCount - standingPins; // lastSettledCount = standingPins; // // Take Action // ActionMaster.Action action = actionMaster.Bowl(pinsFall); // TakeAction(action); // lastStandingCount = -1; // ballOutOfPlay = false; // numOfStandingPins.color = Color.green; // ball.Reset(); //} public void PerformAction(ActionMaster.Action action) { if (action == ActionMaster.Action.TIDY) { animator.SetTrigger("tidyTrigger"); } else if (action == ActionMaster.Action.RESET || action == ActionMaster.Action.END_TURN) { pinCounter.Reset(); animator.SetTrigger("resetTrigger"); } }
public void TriggerAnimator(ActionMaster.Action action) { if (action == ActionMaster.Action.Tidy) { animator.SetTrigger("tidyTrigger"); } else if (action == ActionMaster.Action.EndTurn) { pinCounter.Reset(); animator.SetTrigger("resetTrigger"); } else if (action == ActionMaster.Action.Reset) { pinCounter.Reset(); animator.SetTrigger("resetTrigger"); } else if (action == ActionMaster.Action.EndGame) { new WaitForSeconds(3); } }
public void PerformAction(ActionMaster.Action action) { if (action == ActionMaster.Action.Tidy) { animator.SetTrigger("tidyTrigger"); } else if (action == ActionMaster.Action.Reset) { animator.SetTrigger("resetTrigger"); pinCounter.Reset(); } else if (action == ActionMaster.Action.EndTurn) { animator.SetTrigger("resetTrigger"); pinCounter.Reset(); } else if (action == ActionMaster.Action.EndGame) { levelManager.LoadLevel("03 Game Over"); } }
public void PinMachine(ActionMaster.Action action) { if (action == ActionMaster.Action.Tidy) { animator.SetTrigger("tidyTrigger"); } else if (action == ActionMaster.Action.Reset || action == ActionMaster.Action.EndTurn || action == ActionMaster.Action.EndGame) { animator.SetTrigger("resetTrigger"); pinCounter.Reset(); //Resets to 10 pins standing } }
public void PerformAction(ActionMaster.Action action) { if (action == ActionMaster.Action.Tidy) { animator.SetTrigger("tidyTrigger"); } else if (action == ActionMaster.Action.EndTurn) { animator.SetTrigger("resetTrigger"); pinCounter.Reset(); } else if (action == ActionMaster.Action.Reset) { animator.SetTrigger("resetTrigger"); pinCounter.Reset(); } else if (action == ActionMaster.Action.EndGame) { Application.Quit(); } }
// Process animation triggers public void ProcessAction(ActionMaster.Action action) { if (action == ActionMaster.Action.Tidy) { animator.SetTrigger("tidyTrigger"); } else if (action == ActionMaster.Action.EndTurn) { animator.SetTrigger("resetTrigger"); pinCounter.Reset(); } else if (action == ActionMaster.Action.Reset) { animator.SetTrigger("resetTrigger"); pinCounter.Reset(); } else if (action == ActionMaster.Action.EndGame) { Debug.Log("Game is Finished!"); gameEnd.EndGame(); } }
public void PerformAction(ActionMaster.Action action) { if (action == ActionMaster.Action.Tidy) { animator.SetTrigger("tidyTrigger"); } else if (action == ActionMaster.Action.Reset) { pinCounter.Reset(); animator.SetTrigger("resetTrigger"); } else if (action == ActionMaster.Action.EndTurn) { pinCounter.Reset(); animator.SetTrigger("resetTrigger"); } else if (action == ActionMaster.Action.EndGame) { throw new UnityException("Don't knoww what the f**k to do here"); } ball.Reset(); }
public void PerformAction(ActionMaster.Action action) { if (action == ActionMaster.Action.Tidy) { animator.SetTrigger("tidyTrigger"); } else if (action == ActionMaster.Action.EndTurn) { Debug.Log("performing the endturn"); animator.SetTrigger("resetTrigger"); pinCounter.Reset(); } else if (action == ActionMaster.Action.Reset) { Debug.Log("performing the reset"); animator.SetTrigger("resetTrigger"); pinCounter.Reset(); } else if (action == ActionMaster.Action.EndGame) { throw new UnityException("Have to design the ending"); } }
public void performAction(ScoreMaster.Action action) { switch (action) { case ScoreMaster.Action.EndGame: pinAnimator.SetTrigger("resetTrigger"); break; case ScoreMaster.Action.EndTurn: pinAnimator.SetTrigger("resetTrigger"); pinCounter.Reset(); break; case ScoreMaster.Action.Reset: pinAnimator.SetTrigger("resetTrigger"); pinCounter.Reset(); break; case ScoreMaster.Action.Tidy: pinAnimator.SetTrigger("tidyTrigger"); break; } }
public void PerformAction(ActionMaster.Action action) { if (action == ActionMaster.Action.Tidy) { anim.SetTrigger("triggerCleanUp"); } else if (action == ActionMaster.Action.EndGame) { throw new UnityException("Not sure how to handle END GAME scenario"); } else { anim.SetTrigger("triggerReset"); pinCounter.Reset(); } }
public void ActionExcecutor(ActionMaster.Action act) { if (act == ActionMaster.Action.Tidy) { aN.SetTrigger("TidyTrigger"); raising = true; } else if (act == ActionMaster.Action.EndTurn || act == ActionMaster.Action.Reset) { aN.SetTrigger("ResetTrigger"); pc.Reset(); } else if (act == ActionMaster.Action.EndGame) { } }
public void PerformAction(BhanuAction.Action bhanuAction) { if (bhanuAction == BhanuAction.Action.TIDY) { m_animator.SetTrigger("Tidy"); } else if (bhanuAction == BhanuAction.Action.ENDTURN || bhanuAction == BhanuAction.Action.RESET) { m_animator.SetTrigger("Reset"); m_pinCounter.Reset(); } else if (bhanuAction == BhanuAction.Action.ENDGAME) { throw new UnityException("Sir Bhanu, You haven't told me how to handle EndGame yet"); } }
public void PerformAction(ActionMasterOld.Action action) { switch (action) { case ActionMasterOld.Action.Tidy: animator.SetTrigger("tidyTrigger"); break; case ActionMasterOld.Action.Reset: case ActionMasterOld.Action.EndTurn: animator.SetTrigger("resetTrigger"); pinCounter.Reset(); break; case ActionMasterOld.Action.EndGame: throw new UnityException("Game is over, but we don't know what to do."); } }