Esempio n. 1
0
 //액션(게임 진행 버튼)
 public void OnActionButtonTouched()
 {
     Cube.CurrentCube.Stop();
     cubeGenerator.GenerateCube();
     GameManager.instance.calcScore();
     if (GameManager.instance.Stack >= 20)
     {
         GameManager.instance.eyeUP();
     }
 }
Esempio n. 2
0
    /// <summary>
    /// This function will create cubes wall based game configs, and update game state flags./
    /// Note: this function implemented to allow being called from coroutine, because between each cube creation we wait small fraction.
    /// </summary>
    public IEnumerator CreateCubesWall()
    {
        // reset flags and cubes matrix.
        Reset();

        IsDoneCreatingCubes = false; // this is checked by GameManager Update() function. when false, Update() skips.

        // simply iterate over width and height indexes and create cubes using CubeGenerator.
        for (uint row = 0; row < GameManager.Instance.GameConfigs.BoardHeight; ++row)
        {
            for (uint col = 0; col < GameManager.Instance.GameConfigs.BoardWidth; ++col)
            {
                GameObject newCube = cubeGenerator.GenerateCube(col, row);
                this.cubesMatrix[col, row] = newCube;
                yield return(new WaitForSeconds(TIME_TO_WAIT_BETWEEN_CUBES_CREATION));
            }
        }

        IsDoneCreatingCubes = true;

        IsGameStartedFirstTime = true; //only set once. no changing back later.
    }