Esempio n. 1
0
    float GetDificultyMultiplier()
    {
        if (gameFlowManager.GetGameState() != GameFlowManager.GameState.GS_Play)
        {
            return(1.0f);
        }

        return(1.0f + gameFlowManager.m_score / 20.0f);
    }
Esempio n. 2
0
 private void GenerateEvents()
 {
     if (manager.GetGameState() == GameFlowManager.GameState.GS_Play)
     {
         for (int i = 0; i < 30; i++)
         {
             Events.Enqueue(Time.realtimeSinceStartup + i * 3.0f);
         }
     }
 }
Esempio n. 3
0
    /// <summary>
    /// Generates a brick in the canvas system
    /// </summary>
    /// <param name="index"></param>
    public void GenerateBrickInCanvas(int index)
    {
        // security check
        if (BrickCanvas == null)
        {
            return;
        }

        if (manager.GetGameState() != GameFlowManager.GameState.GS_Play)
        {
            return;
        }


        GameObject image = new GameObject();

        image.AddComponent <RectTransform>();
        image.transform.SetParent(BrickCanvas.transform);
        image.GetComponent <RectTransform>().position = CalculatePosition(BrickCanvas.transform.childCount);

        image.GetComponent <RectTransform>().rect.Set(image.GetComponent <RectTransform>().rect.x,
                                                      image.GetComponent <RectTransform>().rect.y,
                                                      ImageSize + ImageOffset, ImageSize + ImageOffset);

        switch (index)
        {
        case 0:
            image.AddComponent <Image>().sprite = Image_brick_001.sprite;
            break;

        case 1:
            image.AddComponent <Image>().sprite = Image_brick_002.sprite;
            break;

        case 2:
            image.AddComponent <Image>().sprite = Image_brick_003.sprite;
            break;

        case 3:
            image.AddComponent <Image>().sprite = Image_brick_004.sprite;
            break;

        default:
            break;
        }
        Bricks.Add(image);
        IndexPerBrick.Add(image, index);
        image.layer = Bricks.Count;
    }
Esempio n. 4
0
    // Update is called once per frame
    void Update()
    {
        if (manager.GetGameState() != GameFlowManager.GameState.GS_Play)
        {
            return;
        }

        TimeToSpawn -= Time.deltaTime;

        if (TimeToSpawn < 0.0f)
        {
            Vector3 pos = new Vector3(SpwanX, Mathf.Lerp(SpawnHeight.x, SpawnHeight.y, (float)random.NextDouble()), 0.0f);

            Transform plat = Instantiate(Platforms[random.Next() % Platforms.Length], pos, Quaternion.identity);

            TimeToSpawn = Mathf.Lerp(SpawnTime.x, SpawnTime.y, (float)random.NextDouble());
        }
    }