Esempio n. 1
0
    public void End(Castle.HitType type, float level, bool success)
    {
        Color levelColor = UpdateLevel(level);

        StopAllCoroutines();
        panelAnimation = HidePanel(true, levelColor);
        StartCoroutine(panelAnimation);
        if (success)
        {
            msgAnimation = ShowMessage("Success", goodColor, true);
        }
        else
        {
            msgAnimation = ShowMessage("Failure", badColor, true);
        }
        StartCoroutine(msgAnimation);
    }
Esempio n. 2
0
    public void Hit(Castle.HitType type, int step, float level, bool off)
    {
        state = Castle.PlayerState.Invoking;
        UpdateLevel(level);
        currentStep = step;
        if (msgAnimation != null)
        {
            StopCoroutine(msgAnimation);
        }
        Color dotColor = badColor;

        switch (type)
        {
        case Castle.HitType.Perfect:
            dotColor     = perfectColor;
            msgAnimation = ShowMessage("Perfect", perfectColor, false);
            break;

        case Castle.HitType.Good:
            dotColor     = goodColor;
            msgAnimation = ShowMessage("Good", goodColor, false);
            break;

        case Castle.HitType.TooLate:
            dotColor     = regularColor;
            msgAnimation = ShowMessage("Too Late", regularColor, false);
            break;

        case Castle.HitType.TooSoon:
            dotColor     = regularColor;
            msgAnimation = ShowMessage("Too Soon", regularColor, false);
            break;

        case Castle.HitType.Wrong:
            dotColor     = badColor;
            msgAnimation = ShowMessage("Wrong", badColor, false);
            break;

        case Castle.HitType.Miss:
            dotColor     = badColor;
            msgAnimation = ShowMessage("Miss", badColor, false);
            break;
        }

        if (!off)
        {
            dots[currentStep].color = dotColor;
            if (currentStep % 8 == 0)
            {
                hits[currentStep].color = barColor;
            }
            else if (currentStep % 2 == 1)
            {
                hits[currentStep].color = eigthColor;
            }
            else
            {
                hits[currentStep].color = forthColor;
            }
            StartCoroutine(msgAnimation);
        }
    }