void OnEnterNewQuestion() { // set question parameters. mCurrentQuestion = GetNextQuestion(); mResponse = false; mResponseIndex = -1; mGameMenuHandler.SetActiveBtnHome(false); mGameMenuHandler.SetActiveBtnNext(false); StartCoroutine(Coroutine_ShowQuestion()); }
IEnumerator PlayerWin_Coroutine() { yield return(new WaitForSeconds(0.5f)); mPlayerScore += 5; PlayerScore.text = mPlayerScore.ToString(); WinText.text = "Player Wins"; //show line mLines[tt.WinID].SetActive(true); //mPlayBtn.gameObject.SetActive(true); StartCoroutine(FadeInText(2.0f, WinText)); mAudioSource.PlayOneShot(mWinPlayer); // change the menu. mGameMenuHandler.SetActiveBtnNext(true); mGameMenuHandler.SetActiveBtnHome(true); }
// Start is called before the first frame update void Awake() { _puzzleSet1 = new GameObject("PuzzleSet1"); _puzzleSet2 = new GameObject("PuzzleSet2"); Filler = FillerGameObject.GetComponent <Image>(); audioSource = GetComponent <AudioSource>(); _frame = PuzzleLayout.CreateFrame(FrameName1); _puzzleLayout = new PuzzleLayout(170.0f, 170.0f, PuzzleRowsOrCols); _frame.transform.SetParent(_puzzleSet1.transform); _puzzleLayout.gameObject.transform.SetParent(_puzzleSet1.transform); _frame2 = PuzzleLayout.CreateFrame(FrameName2); _frame2.transform.SetParent(_puzzleSet2.transform); _puzzleLayout2 = new PuzzleLayout(170.0f, 170.0f, PuzzleRowsOrCols); _puzzleLayout2.gameObject.transform.SetParent(_puzzleSet2.transform); _puzzleSet2.transform.position = new Vector3(0.0f, -600.0f, 0.0f); _puzzleSet2.SetActive(false); ID = Random.Range(0, MaxImageCount); LoadPuzzleImage(); Neighbours.Instance.CreateGraphForNPuzzle(PuzzleRowsOrCols); _fsm = new Patterns.FiniteStateMachine(); _fsm.Add(new GameState_FADEIN(_fsm, (int)GameState.StateID.FADEIN, this)); _fsm.Add(new GameState_WAIT(_fsm, (int)GameState.StateID.WAIT, this)); _fsm.Add(new GameState_PLAYING(_fsm, (int)GameState.StateID.PLAYING, this)); _fsm.Add(new GameState_WIN(_fsm, (int)GameState.StateID.WIN, this)); _fsm.Add(new GameState_SHOW_AD(_fsm, (int)GameState.StateID.SHOW_AD, this)); _fsm.Add(new GameState_COMPARE(_fsm, (int)GameState.StateID.COMPARE, this)); _fsm.Add(new GameState_RANDOMIZE(_fsm, (int)GameState.StateID.RANDOMIZE, this)); _fsm.Add(new GameState_NEXT_PUZZLE_IMAGE(_fsm, (int)GameState.StateID.NEXT_PUZZLE_IMAGE, this)); _fsm.Add(new GameState_SHOW_HINT(_fsm, (int)GameState.StateID.SHOW_HINT, this)); _fsm.Add(new GameState_CANCEL(_fsm, (int)GameState.StateID.CANCEL, this)); _fsm.Add(new GameState_SHOW_REWARD_AD(_fsm, (int)GameState.StateID.SHOW_REWARD_AD, this)); _fsm.Add(new GameState_ASTAR_SOLUTION(_fsm, (int)GameState.StateID.ASTAR_SOLUTION, this)); _fsm.SetCurrentState((int)GameState.StateID.FADEIN); audioSource.Play(); //mBottomMenu = GameApp.Instance.mBottomMenu; //mBottomMenu.SetActive(true); //mBottomMenu.btnNext.gameObject.SetActive(false); //mBottomMenu.btnPrev.onClick.AddListener(LoadMenu); mGameMenuHandler.SetActiveBtnHome(true); #if FARAMIRA_USE_ADS // initialize ADs #if UNITY_IPHONE Advertisement.AddListener(this); Advertisement.Initialize(GameID_iOS, testMode); #endif #if UNITY_ANDROID Advertisement.AddListener(this); Advertisement.Initialize(GameID_Android, testMode); #endif #endif }