private IEnumerator FirstLevelStart() { yield return(new WaitForSeconds(0.5f)); FirstLevelPlayer.SetActive(true); ThisIsYouArrow.SetActive(true); ThisIsYouText.SetActive(true); yield return(new WaitForSeconds(1.5f)); FirstLevelPlayer.GetComponent <PieceController>().Obliviate(); ThisIsYouArrow.GetComponent <Animator>().SetTrigger("Switch"); ThisIsYouText.GetComponent <Animator>().SetTrigger("Switch"); yield return(new WaitForSeconds(0.5f)); ThisIsYouArrow.SetActive(false); ThisIsYouText.SetActive(false); yield return(new WaitForSeconds(0.8f)); YourHomeArrow.SetActive(true); YourHomeText.SetActive(true); List <PieceController> solutionPieces = new List <PieceController>(); ActiveGrid = _gridGenerator.GenerateGrid(3, 3); solutionPieces.Add(ActiveGrid.AddPlayingPiece(CreatePieceOnGrid(new Vector2Int(2, 2)))); solutionPieces.Add(ActiveGrid.AddPlayingPiece(CreatePieceOnGrid(new Vector2Int(2, 2)))); solutionPieces.Add(ActiveGrid.AddPlayingPiece(CreatePieceOnGrid(new Vector2Int(1, 2)))); solutionPieces.Add(ActiveGrid.AddPlayingPiece(CreatePieceOnGrid(new Vector2Int(2, 1)))); ActiveGrid.GSolution = new GridGenerator.GridSolution(solutionPieces); PlaceCivsOnPiece(ActiveGrid.Pieces[1, 1]); yield return(new WaitForSeconds(1f)); YourHomeArrow.GetComponent <Animator>().SetTrigger("Switch"); YourHomeText.GetComponent <Animator>().SetTrigger("Switch"); yield return(new WaitForSeconds(0.5f)); YourHomeArrow.SetActive(false); YourHomeText.SetActive(false); _meteor = Instantiate(PrefabManager.GetPrefab(PrefabManager.PrefabType.Meteor)).GetComponent <MeteorController>(); StartCoroutine(MeteorPause()); }
private void Start() { //_playerPiece.ConvertPlayerPieceType(PlayerPieceController.PlayerPieceType.Destroy); List <PieceController> solutionPieces = new List <PieceController>(); if (GridLevel == 1) { StartCoroutine(FirstLevelStart()); } else if (GridLevel == 2) { _firstPlay = false; ActiveGrid = _gridGenerator.GenerateGrid(4, 4); solutionPieces.Add(ActiveGrid.AddPlayingPiece(CreatePieceOnGrid(new Vector2Int(1, 3)))); solutionPieces.Add(ActiveGrid.AddPlayingPiece(CreatePieceOnGrid(new Vector2Int(3, 3)))); solutionPieces.Add(ActiveGrid.AddPlayingPiece(CreatePieceOnGrid(new Vector2Int(2, 3)))); solutionPieces.Add(ActiveGrid.AddPlayingPiece(CreatePieceOnGrid(new Vector2Int(3, 2)))); ActiveGrid.GSolution = new GridGenerator.GridSolution(solutionPieces); PlaceCivsOnPiece(ActiveGrid.Pieces[1, 1]); StartCoroutine(MeteorPause()); _gameStarted = false; } else if (GridLevel == 3) { _firstPlay = false; ActiveGrid = _gridGenerator.GenerateGrid(5, 5); solutionPieces.Add(ActiveGrid.AddPlayingPiece(CreatePieceOnGrid(new Vector2Int(1, 3)))); solutionPieces.Add(ActiveGrid.AddPlayingPiece(CreatePieceOnGrid(new Vector2Int(3, 3)))); solutionPieces.Add(ActiveGrid.AddPlayingPiece(CreatePieceOnGrid(new Vector2Int(2, 3)))); solutionPieces.Add(ActiveGrid.AddPlayingPiece(CreatePieceOnGrid(new Vector2Int(3, 2)))); ActiveGrid.GSolution = new GridGenerator.GridSolution(solutionPieces); PlaceCivsOnPiece(ActiveGrid.Pieces[1, 1]); StartCoroutine(MeteorPause()); _gameStarted = false; } }