Esempio n. 1
0
    // Use this for initialization
    public override void Init()
    {
        go = GameObject.Find("Pinball(Clone)");

        if(go == null)
        {
            go = GameObject.Instantiate(Resources.Load("Prefabs/States/Pinball")) as GameObject;

            thisChapter = StateChapterSelect.Instance.Chapters[ID];
            m_PinballMono = go.GetComponent<PinballMono>();

            for (int i = 0; i < m_PinballMono.Levels.Length; i++)
            {
                m_PinballMono.Levels[i].SetActive(i == StateChapterSelect.Instance.Chapters[ID].LevelNumber);
            }

            if(thisChapter.Completed) return;

            if(ID == 0)
            {
                SetBucketPositions();
            }
            else
            {
                RandomizeBucketPosition();
            }

            m_PinballMono.SetFrameParent(true);
            m_PinballMono.SetCannonState(true);

        }
    }
 public void StartPinball()
 {
     if(m_challenge_go != null)
     {
         UnityEngine.GameObject.Destroy(m_challenge_go);
         StatePinball.Instance.Init();
         m_pinball_go = GameObject.Find("Pinball(Clone)");
         pm = StatePinball.Instance.m_PinballMono;
         pm.SetCannonState(false);
         pm.SetFrameParent(false);
         pm.ActivateAnimationIn();
     }
 }
Esempio n. 3
0
    // Use this for initialization
    public override void Init()
    {
        GameObject go = GameObject.Find("Pinball(Clone)");

        if(go == null)
        {
            go = GameObject.Instantiate(Resources.Load("Prefabs/States/Pinball")) as GameObject;

            Chapter thisChapter = StateChapterSelect.Instance.Chapters[ID];

            m_PinballMono = go.GetComponent<PinballMono>();
            for (int i = 0; i < m_PinballMono.Levels.Length; i++)
            {
                m_PinballMono.Levels[i].SetActive(i == StateChapterSelect.Instance.Chapters[ID].LevelNumber);
            }

            List<int> intList = new List<int>();
            for (int i = 0; i < thisChapter.JigsawPeicesUnlocked.Length; i++)
            {
                if (thisChapter.JigsawPeicesUnlocked[i] != 1)
                {
                    intList.Add(i);
                }
            }
            while (intList.Count > 5)
            {
                intList.RemoveAt(Random.Range(0, intList.Count - 1));
            }
            //intList now ordered list of 5 elements or less

            int[] BucketsShuffled;

            {
                List<int> BucketIs = new List<int>(new int[] { 0, 1, 2, 3, 4 });
                BucketsShuffled = new int[BucketIs.Count];

                int count = BucketIs.Count;
                for (int i = 0; i < count; i++)
                {
                    int iToRemove = Random.Range(0, BucketIs.Count);
                    Debug.Log("Removed : [" + iToRemove + "|"+BucketIs[iToRemove]+"];");
                    BucketsShuffled[i] = BucketIs[iToRemove];
                    BucketIs.RemoveAt(iToRemove);
                }
            }
            //BucketsShuffled now randomised array of 1 through 5

            for (int i = 0; i < intList.Count; i++)
            {

                //m_PinballMono.Buckets[BucketsShuffled[i]].JigsawPeiceToUnlock = intList[i];
                //m_PinballMono.Buckets[BucketsShuffled[i]].LevelToUnlock = ID + 1;

                m_PinballMono.Buckets[BucketsShuffled[i]]
                    .Init(intList[i], StateChapterSelect.Instance.Chapters[ID].JigsawPeicesUnlocked[intList[i]], ID + 1);

                int div = intList[i] / 4;
                int mod = intList[i] % 4;
                string prefabstring = "Prefabs/JigsawPieces/" + mod + "_" + div;

                Debug.Log(i + "| Shuffle : [" + BucketsShuffled[i] + "]; Piece : [" + intList[i] + "]; Jigsaw Prefab Path : [" + prefabstring + "];");

                GameObject jigsawPieceGO = GameObject.Instantiate(Resources.Load(prefabstring)) as GameObject;
                RectTransform jigsawPieceTransform = jigsawPieceGO.GetComponent<RectTransform>();

                if (jigsawPieceTransform.childCount != 0)
                {
                    Image img = jigsawPieceTransform.GetChild(0).GetComponent<Image>();
                    if (img != null)
                    {
                        img.sprite = Resources.Load<Sprite>("PinballBackgrounds/" + StateChapterSelect.Instance.Chapters[ID].nextLvlPictureName);
                    }
                }

                jigsawPieceTransform.SetParent(m_PinballMono.JigsawParents[BucketsShuffled[i]].transform,false);
                //jigsawPieceTransform.parent = m_PinballMono.JigsawParents[BucketsShuffled[i]].transform;
                jigsawPieceTransform.localPosition = Vector2.zero;//m_PinballMono.JigsawParents[BucketsShuffled[i]].GetComponent<RectTransform>().localPosition;
                jigsawPieceTransform.localScale = Vector2.one * 0.015f;

                m_PinballMono.SetFrameParent(true);
                m_PinballMono.SetCannonState(true);

            }
        }
    }