Exemple #1
0
        private void SetFruitsList()
        {
            if (Fruits.Count == 0)
            {
                return;
            }

            // Fruits to collect:
            _fruits = new List <GameObject>();

            for (int i = 0; i < Fruits[currentFruitList].transform.childCount; i++)
            {
                GameObject child     = Fruits[currentFruitList].transform.GetChild(i).gameObject;
                MazeArrow  mazeArrow = child.gameObject.GetComponent <MazeArrow>();
                mazeArrow.Reset();

                if (i == 0)
                {
                    mazeArrow.HighlightAsLaunchPosition();
                }

                _fruits.Add(child);
            }

            foreach (GameObject fruit in _fruits)
            {
                fruit.GetComponent <BoxCollider>().enabled = true;
            }

            currentFruitIndex = 1;
        }
Exemple #2
0
 public void NotifyFruitGotMouseOver(MazeArrow fruit)
 {
     if (isDrawing && fruit.gameObject != mazeCharacter._fruits[0])
     {
         fruit.HighlightAsReached();
     }
 }
Exemple #3
0
        public void CreateFruits(List <GameObject> fruitsLists)
        {
            foreach (GameObject fruitsList in fruitsLists)
            {
                for (int i = 0; i < fruitsList.transform.childCount; i++)
                {
                    Transform child = fruitsList.transform.GetChild(i);

                    MazeArrow arrow = child.gameObject.AddComponent <MazeArrow>();
                    child.gameObject.name = "fruit_" + (i);
                    arrow.arrowOrDotMesh  = i != 0 ? child.GetComponent <MeshRenderer>() : child.Find("Dot").GetComponent <MeshRenderer>();
                }
            }

            Fruits = fruitsLists;
        }
Exemple #4
0
 public void OnFruitGotDrawnOver(MazeArrow mazeArrow)
 {
     currentMazeLetter.NotifyFruitGotMouseOver(mazeArrow);
 }