Exemple #1
0
    // Update is called once per frame
    void Update()
    {
        if (_qwutscher != null)
        {
            AnimateFace();
        }
        _nextGood -= Time.deltaTime;
        _nextBad  -= Time.deltaTime;
        if (_nextGood <= 0)
        {
            UIQwutscherLikesDislikes like    = (UIQwutscherLikesDislikes)UnityEngine.Random.Range(0, Enum.GetValues(typeof(UIQwutscherLikesDislikes)).Length);
            QwutscherBubbleBehaviour bubbles = GameObject.FindObjectOfType <QwutscherBubbleBehaviour>();
            bubbles.PlayerLikes(like, _qwutscher.Player == PlayerEnum.Player1);
            switch (like)
            {
            case UIQwutscherLikesDislikes.Nose:
                Nose.MakeGoodPoint();
                break;

            case UIQwutscherLikesDislikes.Eye:
                Eye.MakeGoodPoint();
                break;

            case UIQwutscherLikesDislikes.Ear:
                Ear.MakeGoodPoint();
                break;

            default:
                break;
            }
            _nextGood = UnityEngine.Random.Range(5, 15);
        }
        if (_nextBad <= 0)
        {
            UIQwutscherLikesDislikes dislike = (UIQwutscherLikesDislikes)UnityEngine.Random.Range(0, Enum.GetValues(typeof(UIQwutscherLikesDislikes)).Length);
            QwutscherBubbleBehaviour bubbles = GameObject.FindObjectOfType <QwutscherBubbleBehaviour>();
            bubbles.PlayerDislikes(dislike, _qwutscher.Player == PlayerEnum.Player1);
            switch (dislike)
            {
            case UIQwutscherLikesDislikes.Nose:
                Nose.MakeBadPoint();
                break;

            case UIQwutscherLikesDislikes.Eye:
                Eye.MakeBadPoint();
                break;

            case UIQwutscherLikesDislikes.Ear:
                Ear.MakeBadPoint();
                break;

            default:
                break;
            }
            _nextBad = UnityEngine.Random.Range(10, 15);
        }
    }
 /// <summary>
 /// Players the likes.
 /// </summary>
 /// <param name="what">What.</param>
 /// <param name="player">If set to <c>true</c> player 1.</param>
 public void PlayerDislikes(UIQwutscherLikesDislikes what, bool player)
 {
     if (player)
     {
         CurrentP1Dislike = what;
         P1Dislike.sprite = getSrite(what, false);
     }
     else
     {
         CurrentP2Dislike = what;
         P2Dislike.sprite = getSrite(what, false);
     }
 }
    private Sprite getSrite(UIQwutscherLikesDislikes forWhat, bool like)
    {
        switch (forWhat)
        {
        case UIQwutscherLikesDislikes.Ear:
            return(Ear);

        case UIQwutscherLikesDislikes.Eye:
            return(Eye);

        case UIQwutscherLikesDislikes.Nose:
            return(Nose);

        default:
            return(like ? LikeNothing : DislikeNothing);
        }
    }