Exemple #1
0
        // Called when an object enters the collider of another object
        // Set the target object as the trigger
        void OnTriggerEnter2D(Collider2D other)
        {
            // if the current scene is Learn Spelling
            if (Application.loadedLevelName == "4. Learn Spelling")
            {
                // if the collided objects are the same letter
                // i.e. if the movable letter that entered matches the target letter
                if (other.name == gameObject.name)
                {
                    Debug.Log("Collision on " + other.name);

                    // change color of target letter to match that of movable letter
                    gameObject.GetComponent <SpriteRenderer> ().color = other.GetComponent <SpriteRenderer> ().color;
                    Color color = gameObject.renderer.material.color;
                    color.a = 1.0f;
                    gameObject.renderer.material.color = color;

                    // destroy movable letter
                    Debug.Log("Destroyed draggable letter " + other.gameObject.name);
                    Destroy(other.gameObject);

                    // disable collisions for target letter
                    // so all other movable letters can no longer collide with this letter
                    Debug.Log("Disabled collisions for " + gameObject.name);
                    Destroy(gameObject.GetComponent <CollisionManager>());

                    // pulse target letter once
                    LeanTween.scale(gameObject, new Vector3(WordCreation.letterScale * 1.2f, WordCreation.letterScale * 1.2f, 1), .6f);
                    LeanTween.scale(gameObject, new Vector3(WordCreation.letterScale, WordCreation.letterScale, 1), .5f).setDelay(.4f);

                    // check if user has completed word
                    if (CheckCompletedWord())
                    {
                        // sound out the word
                        GameObject[] tar          = GameObject.FindGameObjectsWithTag("TargetLetter");
                        GameObject   audioManager = GameObject.Find("AudioManager");
                        audioManager.GetComponent <AudioManager>().SpellOutWord(tar);

                        // play celebratory animation
                        LearnSpellingDirector.CelebratoryAnimation((tar.Length + 1.5f) * AudioManager.clipLength);

                        // add word to completedWord list
                        ProgressManager.AddCompletedWord(ProgressManager.currentWord);
                    }
                }
            }

            // if the current scene is Spelling Game
            if (Application.loadedLevelName == "5. Spelling Game")
            {
                Debug.Log("Collision on " + other.name);

                // disable touch gestures for letter
                other.gameObject.GetComponent <GestureManager>().DisableGestures(other.gameObject);

                // stop pulsing letter
                other.gameObject.GetComponent <PulseBehavior>().StopPulsing(other.gameObject);

                // move letter to center of target blank
                // z-position of letter = -1, so letter is in front of the blank (z-position of blank = 0)
                other.gameObject.transform.position = new Vector3(gameObject.transform.position.x, gameObject.transform.position.y, -1);

                // change color of letter to indicate collision succesfully occurred
                other.gameObject.GetComponent <SpriteRenderer>().color = Color.blue;

                // pulse letter once
                LeanTween.scale(other.gameObject, new Vector3(WordCreation.letterScale * 1.25f, WordCreation.letterScale * 1.25f, 1), .3f);
                LeanTween.scale(other.gameObject, new Vector3(WordCreation.letterScale, WordCreation.letterScale, 1), .3f).setDelay(.2f);

                // disable collisions for target blank
                // so no other movable letters can collide with this blank anymore
                Debug.Log("Disabled collisions for Blank " + gameObject.name);
                Destroy(gameObject.GetComponent <CollisionManager>());

                // if all letters have been dragged to a blank
                if (CheckCompletedTargets("MovableLetter"))
                {
                    // if the user spelled the word correctly
                    if (CheckCorrectSpelling("TargetBlank"))
                    {
                        // find all movable letters
                        GameObject[] mov = GameObject.FindGameObjectsWithTag("MovableLetter");

                        // disable touch gestures for sound & hint buttons
                        GameObject.Find("SoundButton").GetComponent <GestureManager>().DisableGestures(GameObject.Find("SoundButton"));
                        GameObject.Find("HintButton").GetComponent <GestureManager>().DisableGestures(GameObject.Find("HintButton"));

                        // mark all correct letters by changing their colors
                        MarkCorrectLetters(0f);

                        // sound out the word
                        SpellingGameDirector.SpellOutWord();

                        // play celebratory animation
                        SpellingGameDirector.CelebratoryAnimation((mov.Length + 1.5f) * AudioManager.clipLength);

                        // add word to completedWord list
                        ProgressManager.AddCompletedWord(ProgressManager.currentWord);
                    }

                    // if user spelled word incorrectly
                    if (!CheckCorrectSpelling("TargetBlank"))
                    {
                        // play try again animation
                        SpellingGameDirector.TryAgainAnimation();

                        // mark the correct letters by changing their color
                        MarkCorrectLetters(1f);

                        // move incorrect letters back to original position
                        ResetIncorrectLetters(1f);

                        // play word's sound
                        GameObject.FindGameObjectWithTag("WordObject").audio.PlayDelayed(1f);

                        // flash hint button to call attention to it
                        FlashHintButton(2f);
                    }
                }
            }

            // if current scene is Sound Game
            if (Application.loadedLevelName == "6. Sound Game")
            {
                Debug.Log("Collision on " + other.name);

                // disable touch gestures for sound blank
                other.gameObject.GetComponent <GestureManager> ().DisableGestures(other.gameObject);

                // stop pulsing sound blank
                other.gameObject.GetComponent <PulseBehavior> ().StopPulsing(other.gameObject);

                // place sound blank at opening of jar
                other.gameObject.transform.position = new Vector3(gameObject.transform.position.x, gameObject.transform.position.y + 2.2f, 1);

                // pulse sound blank once
                LeanTween.scale(other.gameObject, new Vector3(.4f, .4f, 1), .3f);
                LeanTween.scale(other.gameObject, new Vector3(.3f, .3f, 1), .3f).setDelay(.2f);

                // change color of jar to match color of sound blank
                // to indicate successful collision
                Color        color = other.gameObject.GetComponent <SpriteRenderer>().color;
                Vector2      posn  = gameObject.transform.position;
                Collider2D[] jar   = Physics2D.OverlapCircleAll(posn, .1f, 1, 1.5f, 1.5f);
                LeanTween.color(jar[0].gameObject, color, .01f);

                // disable collisions for target letter
                Debug.Log("Disabled collisions for Letter " + gameObject.name);
                Destroy(gameObject.GetComponent <CollisionManager> ());

                // if all sound blanks have been dragged onto a jar
                if (CheckCompletedTargets("MovableBlank"))
                {
                    // if user dragged all sound blanks to their correct corresponding letters
                    if (CheckCorrectSpelling("TargetLetter"))
                    {
                        // find all sound blanks
                        GameObject[] mov = GameObject.FindGameObjectsWithTag("MovableBlank");

                        // disable touch gestures for sound + hint buttons
                        GameObject.Find("SoundButton").GetComponent <GestureManager> ().DisableGestures(GameObject.Find("SoundButton"));
                        GameObject.Find("HintButton").GetComponent <GestureManager> ().DisableGestures(GameObject.Find("HintButton"));

                        // reset correct sound blanks back to original size
                        MarkCorrectSounds(0f);

                        // sound out word
                        GameObject[] tar          = GameObject.FindGameObjectsWithTag("TargetLetter");
                        GameObject   audioManager = GameObject.Find("AudioManager");
                        audioManager.GetComponent <AudioManager>().SpellOutWord(tar);

                        // play celebratory animation
                        SoundGameDirector.CelebratoryAnimation((mov.Length + 1.5f) * AudioManager.clipLength);

                        // add completed word to completedWord list
                        ProgressManager.AddCompletedWord(ProgressManager.currentWord);
                    }

                    // if user did not drag all sound blanks to correct letter
                    if (!CheckCorrectSpelling("TargetLetter"))
                    {
                        // play try again animation
                        SoundGameDirector.TryAgainAnimation();

                        // reset correct sound blanks back to original size
                        MarkCorrectSounds(1f);

                        // move incorrect sound blanks back to original position
                        ResetIncorrectSounds(1f);

                        // play word's sound
                        GameObject.FindGameObjectWithTag("WordObject").audio.PlayDelayed(1f);

                        // flash hint button to call attention to it
                        FlashHintButton(2f);
                    }
                }
            }
        }
Exemple #2
0
        //<summary>
        // Called when an object enters the collider of another object
        // Set the target object as the trigger
        //</summary>
        void OnTriggerEnter2D(Collider2D other)
        {
            GestureManager gestureManager = GameObject.
                                            FindGameObjectWithTag(Constants.Tags.TAG_GESTURE_MANAGER).GetComponent <GestureManager>();

            if (gestureManager != null)
            {
                // if the current scene is Learn Spelling
                if (Application.loadedLevelName == "4. Learn Spelling")
                {
                    // if the collided objects are the same letter
                    // i.e. if the movable letter that entered matches the target letter
                    if (other.name == gameObject.name)
                    {
                        Debug.Log("Collision on " + other.name);
                        // change color of target letter to match that of movable letter
                        gameObject.GetComponent <SpriteRenderer>().color = other.GetComponent <SpriteRenderer>()
                                                                           .color;
                        Color color = gameObject.GetComponent <Renderer>().material.color;
                        color.a = 1.0f;
                        gameObject.GetComponent <Renderer>().material.color = color;
                        // destroy movable letter
                        Debug.Log("Destroyed draggable letter " + other.gameObject.name);
                        Destroy(other.gameObject);
                        // disable collisions for target letter
                        // so all other movable letters can no longer collide with this letter
                        Debug.Log("Disabled collisions for " + gameObject.name);
                        Destroy(gameObject.GetComponent <CollisionManager>());
                        // pulse target letter once
                        LeanTween.scale(gameObject, new Vector3(WordCreation.letterScale * 1.2f,
                                                                WordCreation.letterScale * 1.2f, 1), .6f);
                        LeanTween.scale(gameObject, new Vector3(WordCreation.letterScale,
                                                                WordCreation.letterScale, 1), .5f).setDelay(.4f);
                        // check if user has completed word
                        if (CheckCompletedWord())
                        {
                            // sound out the word
                            GameObject[] tar = GameObject.FindGameObjectsWithTag
                                                   (Constants.Tags.TAG_TARGET_LETTER);
                            GameObject audioManager = GameObject.Find("AudioManager");
                            if (audioManager != null)
                            {
                                audioManager.GetComponent <AudioManager>().SpellOutWord(tar);
                                // play celebratory animation
                                LearnSpellingDirector.CelebratoryAnimation((tar.Length + 1.5f) *
                                                                           AudioManager.clipLength);
                                // add word to completedWord list
                                ProgressManager.AddCompletedWord(ProgressManager.currentWord);
                            }
                            else
                            {
                                Debug.LogError("Cannot find audio manager");
                            }
                        }
                    }
                }
                //only want to get these components if on the spelling or sound game
                if (Application.loadedLevelName != "4. Learn Spelling")
                {
                    //get properties component
                    Properties prop = other.gameObject.GetComponent <Properties>();
                    //We track whether or not letters have been dragged into the right spots using this isinblank flag,
                    //which is set to true when the letter is in the right place.
                    //only change the flag if the gameObject has a properties component
                    if (prop != null)
                    {
                        prop.isinblank = true;
                    }
                    else
                    {
                        Debug.LogError("Properties are not attached");
                    }
                    //check if word is spelled correctly
                    if (other.name == gameObject.name)
                    {
                        prop.iscorrect = true;
                    }
                    // if the current scene is Spelling Game
                    if (Application.loadedLevelName == "5. Spelling Game")
                    {
                        Debug.Log("Collision on " + other.name);
                        // stop pulsing letter
                        other.gameObject.GetComponent <PulseBehavior>().StopPulsing(other.gameObject);
                        // move letter to center of target blank
                        // z-position of letter = -1, so letter is in front of the blank (z-position of blank = 0)
                        other.gameObject.transform.position = new Vector3(gameObject.transform.position.x,
                                                                          gameObject.transform.position.y, -1);
                        // change color of letter to indicate collision succesfully occurred
                        other.gameObject.GetComponent <SpriteRenderer>().color = Color.blue;
                        Debug.Log("I changed my color");
                        // pulse letter once
                        LeanTween.scale(other.gameObject, new Vector3(WordCreation.letterScale * 1.25f,
                                                                      WordCreation.letterScale * 1.25f, 1), .3f);
                        LeanTween.scale(other.gameObject, new Vector3(WordCreation.letterScale,
                                                                      WordCreation.letterScale, 1), .3f).setDelay(.2f);
                        // disable collisions for target blank
                        // so no other movable letters can collide with this blank anymore
                        Debug.Log("Disabled collisions for Blank " + gameObject.name);
                        Destroy(gameObject.GetComponent <CollisionManager>());
                        // if all letters have been dragged to a blank
                        if (CheckCompletedTargets(Constants.Tags.TAG_MOVABLE_LETTER))
                        {
                            // if user spelled word incorrectly
                            if (!CheckCorrectSpelling(Constants.Tags.TAG_MOVABLE_LETTER))
                            {
                                // play try again animation
                                SpellingGameDirector.TryAgainAnimation();
                                // mark the correct letters by changing their color
                                MarkCorrectLetters(1f);
                                // move incorrect letters back to original position
                                ResetIncorrectLetters(1f);
                                // play word's sound
                                GameObject.FindGameObjectWithTag(Constants.Tags.TAG_WORD_OBJECT).
                                GetComponent <AudioSource>().PlayDelayed(1f);
                                // flash hint button to call attention to it
                                FlashHintButton(2f);
                            }
                            // if the user spelled the word correctly
                            else
                            {
                                // find all movable letters
                                GameObject[] mov = GameObject.FindGameObjectsWithTag
                                                       (Constants.Tags.TAG_MOVABLE_LETTER);
                                // disable touch gestures for sound & hint buttons
                                gestureManager.DisableGestures(GameObject.Find("SoundButton"));
                                gestureManager.GetComponent <GestureManager>().DisableGestures(GameObject.Find
                                                                                                   ("HintButton"));
                                // mark all correct letters by changing their colors
                                MarkCorrectLetters(0f);
                                // sound out the word
                                SpellingGameDirector.SpellOutWord();
                                // play celebratory animation
                                SpellingGameDirector.CelebratoryAnimation((mov.Length + 1.5f) *
                                                                          AudioManager.clipLength);
                                // add word to completedWord list
                                ProgressManager.AddCompletedWord(ProgressManager.currentWord);
                                //reset letters in case user wants to play again on the same screen
                                foreach (GameObject letter in mov)
                                {
                                    letter.GetComponent <Properties>().isinblank = false;
                                    letter.GetComponent <Properties>().iscorrect = false;
                                }
                            }
                        }
                    }
                    // if current scene is Sound Game
                    if (Application.loadedLevelName == "6. Sound Game")
                    {
                        Debug.Log("Collision on " + other.name);
                        // stop pulsing sound blank
                        other.gameObject.GetComponent <PulseBehavior>().StopPulsing(other.gameObject);
                        // place sound blank at opening of jar
                        other.gameObject.transform.position = new Vector3(gameObject.transform.position.x,
                                                                          gameObject.transform.position.y + 2.2f, 1);
                        // pulse sound blank once
                        LeanTween.scale(other.gameObject, new Vector3(.4f, .4f, 1), .3f);
                        LeanTween.scale(other.gameObject, new Vector3(.3f, .3f, 1), .3f).setDelay(.2f);
                        // change color of jar to match color of sound blank
                        // to indicate successful collision
                        Color        color = other.gameObject.GetComponent <SpriteRenderer>().color;
                        Vector2      posn  = gameObject.transform.position;
                        Collider2D[] jar   = Physics2D.OverlapCircleAll(posn, .1f, 1, 1.5f, 0f);
                        LeanTween.color(jar[0].gameObject, color, .01f);
                        // disable collisions for target letter
                        Debug.Log("Disabled collisions for Letter " + gameObject.name);
                        Destroy(gameObject.GetComponent <CollisionManager>());
                        // if all sound blanks have been dragged onto a jar
                        if (CheckCompletedTargets(Constants.Tags.TAG_MOVABLE_BLANK))
                        {
                            // if user did not drag all sound blanks to correct letter
                            if (!CheckCorrectSpelling(Constants.Tags.TAG_MOVABLE_BLANK))
                            {
                                // play try again animation
                                SoundGameDirector.TryAgainAnimation();
                                // reset correct sound blanks back to original size
                                MarkCorrectSounds(1f);
                                // move incorrect sound blanks back to original position
                                ResetIncorrectSounds(1f);
                                // play word's sound
                                GameObject.FindGameObjectWithTag(Constants.Tags.TAG_WORD_OBJECT).
                                GetComponent <AudioSource>().PlayDelayed(1f);
                                // flash hint button to call attention to it
                                FlashHintButton(2f);
                            }
                            // if user dragged all sound blanks to their correct corresponding letters
                            else
                            {
                                // find all sound blanks
                                GameObject[] mov = GameObject.FindGameObjectsWithTag
                                                       (Constants.Tags.TAG_MOVABLE_BLANK);
                                // disable touch gestures for sound + hint buttons
                                gestureManager.DisableGestures(GameObject.Find("SoundButton"));
                                gestureManager.DisableGestures(GameObject.Find("HintButton"));
                                // reset correct sound blanks back to original size
                                MarkCorrectSounds(0f);
                                // sound out word
                                GameObject[] tar = GameObject.FindGameObjectsWithTag
                                                       (Constants.Tags.TAG_TARGET_LETTER);
                                GameObject audioManager = GameObject.Find("AudioManager");
                                audioManager.GetComponent <AudioManager>().SpellOutWord(tar);
                                // play celebratory animation
                                SoundGameDirector.CelebratoryAnimation((mov.Length + 1.5f) *
                                                                       AudioManager.clipLength);
                                // add completed word to completedWord list
                                ProgressManager.AddCompletedWord(ProgressManager.currentWord);
                                //reset letters in case user wants to play again on the same screen
                                //or user wants to listen to the sounds
                                foreach (GameObject letter in mov)
                                {
                                    letter.GetComponent <Properties>().isinblank = false;
                                    letter.GetComponent <Properties>().iscorrect = false;
                                }
                            }
                        }
                    }
                }
            }
            else
            {
                Debug.LogError("Cannot find gesture manager");
            }
        }