/// <summary> /// get the sprite according to its bubble type /// </summary> /// <returns>The bubble sprite.</returns> /// <param name="type">Type.</param> private Sprite getBubbleSprite(Bubble.Type type) { switch (type) { case Bubble.Type.Color1: return(_bubble_1); case Bubble.Type.Color2: return(_bubble_2); case Bubble.Type.Color3: return(_bubble_3); case Bubble.Type.Color4: return(_bubble_4); case Bubble.Type.Color5: return(_bubble_5); case Bubble.Type.Color6: return(_bubble_6); case Bubble.Type.Color7: return(_bubble_7); case Bubble.Type.Color8: return(_bubble_8); } return(_bubble_1); }
public BubbleModel(int tileI, int tileJ){ this.tileI = tileI; this.tileJ = tileJ; blinkingTilesI = new int[10]; blinkingTilesJ = new int[10]; currentBlinkingTile = 0; bubbleType = Bubble.Type.None; }
private Bubble GetOneBubbleAtPosition(Vector3 position, Bubble.Type type = Bubble.Type.None) { var go = Instantiate(ball, position, Quaternion.identity) as GameObject; SpriteRenderer render = go.GetComponent <SpriteRenderer>(); render.sprite = getBubbleSprite(type); Bubble bubble = go.GetComponent <Bubble>(); bubble.type = type; return(bubble); }
public void BubbleAdded(Bubble b) { currBubbles.Add(b); currTypes |= b.bubbleType; switch (b.bubbleType) { case Bubble.Type.Blue: stats.blue++; if (!validBubbles.Contains(bubbles[0])) { validBubbles.Add(bubbles[0]); } break; case Bubble.Type.Green: stats.green++; if (!validBubbles.Contains(bubbles[1])) { validBubbles.Add(bubbles[1]); } break; case Bubble.Type.Purple: stats.purple++; if (!validBubbles.Contains(bubbles[2])) { validBubbles.Add(bubbles[2]); } break; case Bubble.Type.Red: stats.red++; if (!validBubbles.Contains(bubbles[3])) { validBubbles.Add(bubbles[3]); } break; case Bubble.Type.Yellow: stats.yellow++; if (!validBubbles.Contains(bubbles[4])) { validBubbles.Add(bubbles[4]); } break; } stats.total++; }