public void UpdatePhase(Phase p) { currentPhase = p; if (currentPhase == Phase.Two) { StartCoroutine(DropBoxes()); } }
void Update() { Debug.Log(MaxNumBoxes); GameObject g = GameObject.Find("Background"); boxes = GameObject.Find("Background").GetComponentsInChildren <Box> (); if (boxes.Length > MaxNumBoxes) { GameObject.Find("Background").GetComponent <BoxCreate> ().enabled = false; } else { if (currentPhase == Phase.Two) { GameObject.Find("Background").GetComponent <BoxCreate> ().enabled = false; } else { GameObject.Find("Background").GetComponent <BoxCreate> ().enabled = true; } } if (currentPhase == Phase.One) { if (boxes.Length == 0 && Input.GetKeyDown(KeyCode.Return)) { currentPhase = Phase.One; SceneManager.LoadScene(2); } } Debug.Log(currentPhase); Debug.Log(GameOver); if (currentPhase == Phase.Two) { if (boxes.Length == 0) { currentPhase = Phase.One; SceneManager.LoadScene(2); } } /*for (int i = 0; i < boxes.Length; i++) { * * if (character.displayPos == boxes [i].displayPos) { * GameOver = true; * currentPhase = Phase.One; * Box.count = 0; * SceneManager.LoadScene(0); * * } * }*/ }
public void AlertCurrentPhase(GameController.Phase phase) { switch (phase) { case GameController.Phase.Shuffle: imgPlayerTurn.sprite = gameController.Players[0].IsTurn ? spriteAllPlayerTurn[0] : spriteAllPlayerTurn[1]; StartCoroutine("_ShowShufflePhaseAlert"); break; case GameController.Phase.Battle: StartCoroutine("_ShowBattlePhaseAlert"); break; } }
void Start() { //character = new Character (); currentPhase = Phase.One; }