Esempio n. 1
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    public static void PutFireOnlyOnGridBounds(JigsawGrid grid) //  wanna some fire only on frame? help yourself!
    {
        int key = 0;

        for (int row = 0; row < grid.rows; row++)
        {
            for (int col = 0; col < grid.cols; col++)
            {
                bool up = false, bottom = false, left = false, right = false;
                if (row == 0)
                {
                    up = true;
                }
                if (col == 0)
                {
                    left = true;
                }
                if (col == grid.cols - 1)
                {
                    right = true;
                }
                if (row == grid.rows - 1)
                {
                    bottom = true;
                }

                EnableFlames(grid.tiles_grid[key], up, bottom, left, right);
                key++;
            }
        }
    }
Esempio n. 2
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 public static void TurnOffPhysics(JigsawGrid grid)   //Grid is not clickable
 {
     grid.gameObjectGrid.GetComponent <EdgeCollider2D>().isTrigger = false;
     foreach (TileTracker tile in grid.gameObjectGrid.GetComponentsInChildren <TileTracker>())
     {
         tile.GetComponent <Rigidbody2D>().simulated = false;
     }
 }
    private void LoadImage()
    {
        Vector2Int gridDifficulty = GridController.DifficultyToBounds(_shownPlace.gameDifficulty);

        _gridIMG = new JigsawGrid(gridDifficulty, _shownPlace.imagePath, _shownPlace.gameDifficulty, parentCanvas);
        GridHelper.SetPosition(_gridIMG, placePic.transform);
        GridHelper.ScaleGrid(_gridIMG, new Vector3(0.5f, 0.5f, 0.5f));
        GridHelper.TurnOffFlamesAtAll(_gridIMG);
        GridHelper.TurnOffPhysics(_gridIMG);
    }
Esempio n. 4
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    } //method for setting particular tile edges on fire

    public static void SetGravityModifierForFlames(JigsawGrid grid, float modifier) //DEFAULT - 0.03, BE CAREFUL WITH HIGHER!!!
    {
        foreach (TileTracker tile in grid.tiles_grid)
        {
            foreach (ParticleSystem particle in tile.GetComponentsInChildren <ParticleSystem>())
            {
                ParticleSystem.MainModule main = particle.main;
                main.gravityModifier = modifier;
            }
        }
    }
Esempio n. 5
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 public static void TurnOffFlamesAtAll(JigsawGrid grid)
 {
     foreach (TileTracker tile in  grid.tiles_grid)
     {
         foreach (ParticleSystem particle in tile.GetComponentsInChildren <ParticleSystem>())
         {
             ParticleSystem.EmissionModule em = particle.emission;
             em.enabled = false;
         }
     }
 }
Esempio n. 6
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    private void InitializeGrid(string jigsaw_subject, string title, Vector2Int lvlIndicator)
    {
        grid      = new JigsawGrid(lvlIndicator, jigsaw_subject, _playedPlace.gameDifficulty, canvasGui);
        grid_help = new JigsawGrid(lvlIndicator, jigsaw_subject, _playedPlace.gameDifficulty, canvasGui);

        txt_title.text   = title;
        inHelpMode       = false;
        txt_help.enabled = false;

        flames_help = Instantiate(Resources.Load <GameObject>("Jigsaw_prefabs/" + "Grid_Help_Flames"), canvasGui.transform, false);

        GridHelper.SetPosition(grid_help, flames_help.transform);
        GridHelper.ScaleGrid(grid_help, new Vector3(0.7f, 0.7f, 0.7f));
        GridHelper.TurnOffFlamesAtAll(grid_help);
        GridHelper.TurnOffPhysics(grid_help);

        GridHelper.SetGravityModifierForFlames(grid, -0.02f);

        grid_help.gameObjectGrid.SetActive(false);
        flames_help.SetActive(false);

        InitGridForGame();
    }
Esempio n. 7
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 public static void SetPosition(JigsawGrid grid, Transform transform)
 {
     grid.gameObjectGrid.transform.position = transform.position;
 }
Esempio n. 8
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 public static void ScaleGrid(JigsawGrid grid, Vector3 scale)
 {
     grid.gameObjectGrid.transform.localScale = scale;
 }