Esempio n. 1
0
    // Use this for initialization
    void Start()
    {
        // Change HP text when value is changed
        hp.SubscribeToText(hpText);

        // Add animation ( we use LeanTween for this because it's a simple library that just works )
        hp.Subscribe(_ => AnimateObj(hpText.gameObject));

        // HP Bar
        hp.Subscribe(currentHP => {
            float normalizedHP = (currentHP / 100f);
            LeanTween.scaleX(hpBar, normalizedHP, 0.2f)
            .setEase(LeanTweenType.easeOutCirc);
        });

        // HP Delta
        hp.Throttle(TimeSpan.FromMilliseconds(500)).Subscribe(delayedHP => {
            float normalizedHP = (delayedHP / 100f);
            LeanTween.scaleX(hpDelta, normalizedHP, 0.2f)
            .setEase(LeanTweenType.easeInQuad);
        });

        // Button actions ------------------------
        damageButton.onClick.AddListener(DamageHP);
        resetButton.onClick.AddListener(ResetHP);
    }
    private void Start()
    {
        var yMin = (int)_bound.y;
        var yMax = (int)_bound.w + 1;
        var xMin = (int)_bound.x;
        var xMax = (int)_bound.z + 1;

        var tempCells = new List <List <Cell> >();

        for (int yIndex = yMin; yIndex < yMax; yIndex++)
        {
            var rows = new List <Cell>();
            for (int xIndex = xMin; xIndex < xMax; xIndex++)
            {
                var c = new Cell(xIndex, yIndex, Tilemap, FadingSpeed);
                rows.Add(c);
            }
            tempCells.Add(rows);
        }
        _cells = tempCells.Select(a => a.ToArray()).ToArray();


        Observable.Range(0, MaxCpoints.Value).Subscribe(_ => AddCubePoints()).Dispose();
        Observable.Range(0, MaxCParticles.Value).Subscribe(AddCubeParticles).Dispose();


        MaxCpoints.Throttle(TimeSpan.FromMilliseconds(500))
        .Subscribe(len =>
        {
            if (len > _cPoints.Count)
            {
                var add = len - _cPoints.Count;
                Observable.Range(0, add).Subscribe(cp => AddCubePoints()).Dispose();
            }
            else
            {
                var sub = _cPoints.Count - len;
                Observable.Range(0, sub).Subscribe(cp => _cPoints.RemoveAt(0)).Dispose();
            }
        }).AddTo(this);

        MaxCParticles.Throttle(TimeSpan.FromMilliseconds(500))
        .Subscribe(size =>
        {
            if (size > _cubeParticles.Count)
            {
                var add = size - _cubeParticles.Count;
                Observable.Range(0, add).Subscribe(cp => AddCuubeParticle()).Dispose();
            }
            else
            {
                var sub = _cubeParticles.Count - size;
                Observable.Range(0, sub).Subscribe(cp =>
                {
                    Destroy(_cubeParticles[0]);
                    _cubeParticles.RemoveAt(0);
                }).Dispose();
            }
        }).AddTo(this);
    }
Esempio n. 3
0
    // Use this for initialization
    void Start()
    {
        // Score Delta
        var scoreDelayed = score.Throttle(TimeSpan.FromMilliseconds(500)).ToReactiveProperty();
        var scoreDelta   = score.Select(x => x - scoreDelayed.Value);

        // Change deltaScoreText and format it so that if the number is positive it has a "+" in front of it
        scoreDelta.SubscribeToText(deltaScoreText, x => (x > 0 ? ("+" + x) : x.ToString()));

        // Add animation everytime score delta changes
        scoreDelta.Subscribe(_ => AnimateObj(deltaScoreText.gameObject));


        scoreDelayed.Subscribe(delayedScore => {
            // Change text
            scoreText.text = delayedScore.ToString(); // You can also set by doing scoreDelayed.SubscribeToText(scoreText);

            // Start animation
            AnimateObj(scoreText.gameObject);

            // Clear deltaScore ocne we've updated the score
            deltaScoreText.text = "";
        });


        // Button actions ------------------------
        addButton.onClick.AddListener(() => score.Value++);
        resetButton.onClick.AddListener(() => score.Value = 0);
    }
Esempio n. 4
0
    // Use this for initialization
    void Start()
    {
        // ----------------------------------
        // Activate mainMenu
        // ----------------------------------
        mainMenu.SetActive(true);
        endMenu.SetActive(false);
        gameMenu.SetActive(false);


        // ----------------------------------
        // Setup scoreDelayed + scoreDelta
        // ----------------------------------

        // Score Delayed
        scoreDelayed = score.Throttle(TimeSpan.FromSeconds(1)).ToReactiveProperty();

        // Score Delta ( no need to have it as a private value since we're not gonna need to use it again in another function )
        var scoreDelta = score.Select(x => x - scoreDelayed.Value);

        // Change deltaScoreText and format it so that if the number is positive it has a "+" in front of it
        scoreDelta.SubscribeToText(deltaScoreText, x => (x > 0 ? ("+" + x) : x.ToString()));

        // Add animation everytime score delta changes
        scoreDelta.Subscribe(_ => AnimateObj(deltaScoreText.gameObject));

        scoreDelayed.Subscribe(delayedScore => {
            // Change text
            scoreText.text = delayedScore.ToString(); // You can also set it using scoreDelayed.SubscribeToText(scoreText);

            // Start animation
            AnimateObj(scoreText.gameObject);

            // Clear deltaScore ocne we've updated the score
            deltaScoreText.text = "";
        });

        // ----------------------------------
        // Setup highscore ( and save values )
        // ----------------------------------
        int lastHighScore = PlayerPrefs.GetInt("highscore");

        highscore = score.StartWith(lastHighScore).DistinctUntilChanged().Scan(int.MinValue, Math.Max).Do(x => PlayerPrefs.SetInt("highscore", x)).ToReactiveProperty();

        // ----------------------------------
        // Setup levels
        // ----------------------------------
        level.SubscribeToText(levelText, x => "Level " + x.ToString());

        // ----------------------------------
        // Button actions
        // ----------------------------------
        startButton.onClick.AddListener(StartGame);
        restartButton.onClick.AddListener(StartGame);
    }