Exemple #1
0
        void Update()
        {
            //Make sure we are in the correct GameScreen
            if (IsActive == false)
            {
                return;
            }
            if (_bits.Count <= 0)
            {
                return;
            }
            if (!Inpt.Down())
            {
                return;
            }

            var randomIndex = Random.Range(0, _bits.Count);
            var bit         = _bits[randomIndex];

            _bits.RemoveAt(randomIndex);
            bit.GetComponent <SpriteRenderer>().sortingOrder = 10;
            var rb = bit.AddComponent <Rigidbody2D>();
            var rX = Random.Range(-5f, 5f);
            var rY = Random.Range(-5f, 5f);

            rb.AddForce(new Vector2(rX, rY), ForceMode2D.Impulse);
        }
Exemple #2
0
        private void StepByStepPixel()
        {
            if (_currentSteps >= _map.Count)
            {
                return;
            }
            if (!Inpt.Down())
            {
                return;
            }
            var pixel      = _map[_currentSteps];
            var buildPixel = Instantiate(BuildPixelPrefab, Vector3.zero, Quaternion.identity);

            buildPixel.GetComponent <Bixel>().Init(pixel.Color, pixel.Position, transform);
            _currentSteps++;
            if (_currentSteps >= _map.Count)
            {
                Morph();
            }
        }
Exemple #3
0
        private void RandomPixel()
        {
            if (_map.Count <= 0)
            {
                return;
            }
            if (!Inpt.Down())
            {
                return;
            }
            var randomIndex = Random.Range(0, _map.Count);
            var pixel       = _map[randomIndex];

            _map.RemoveAt(randomIndex);
            var buildPixel = Instantiate(BuildPixelPrefab, Vector3.zero, Quaternion.identity);

            buildPixel.GetComponent <Bixel>().Init(pixel.Color, pixel.Position, transform);
            if (_map.Count <= 0)
            {
                Morph();
            }
        }