Esempio n. 1
0
 // Update is called once per frame
 void Update()
 {
     if (fin)
     {
         return;
     }
     if (_clearCondition.isClear())
     {
         Finish();
         fin = true;
     }
     if (type == GameClearCondition.ClearType.SCORE)
     {
         GameClearCondition_Score clear = (GameClearCondition_Score)_clearCondition;
         int now   = clear._system.nowScore();
         int score = clear._targetScore;
         for (int i = 0; i < ((float)now / (float)score) * 3 - 1; i++)
         {
             star[i].transform.localScale = new Vector2(0.82f, 0.9f);
         }
         _text[0].text = now + "/" + score;
     }
     else if (type == GameClearCondition.ClearType.REMOVEBLOCKS)
     {
         GameClearCondition_Blocks blocks = (GameClearCondition_Blocks)_clearCondition;
         for (int i = 0; i < _text.Count; i++)
         {
             _text[i].text = blocks._count[i].ToString();
         }
     }
 }
Esempio n. 2
0
    // Use this for initialization
    void Awake()
    {
        _clearCondition = (GameClearCondition)FindObjectOfType(typeof(GameClearCondition));
        type            = _clearCondition.clearType();
        if (type == GameClearCondition.ClearType.SCORE)
        {
            MakeText("Score", new Vector2(0, 0.2f), 40, Color.black);
            _text.Add(MakeText("", new Vector2(0, -0.2f), 30, Color.black));
        }
        else if (type == GameClearCondition.ClearType.REMOVEBLOCKS)
        {
            GameClearCondition_Blocks blocks = (GameClearCondition_Blocks)_clearCondition;
            for (int i = 0; i < blocks._types.Length; i++)
            {
                GameObject b     = blocks._types[i];
                Sprite     spr   = b.GetComponent <SpriteRenderer>().sprite;
                int        count = blocks._count[i];

                _text.Add(MakeText("30", new Vector2(-0.17f + 0.53f * (i % 2), 0.2f - 0.4f * (i / 2)), 30, Color.black));
                MakeSprite(spr, new Vector2(-0.4f + 0.53f * (i % 2), 0.2f - 0.4f * (i / 2)));
            }
        }
    }