Esempio n. 1
0
    public void SetUpBeet()
    {
        coolDown     = false;
        currentState = moveState.stopped;
        StartCoroutine(DelayedStart());
        anim = GetComponentInChildren <Animator>();
        //setup the beet on the board
        if (FindObjectOfType <GridManager>())
        {
            grid        = FindObjectOfType <GridManager>();
            gridTiles   = grid.GetBoard();
            currentTile = grid.startTile.GetComponent <Tiles>(); /*gridTiles[0, 0].GetComponent<Tiles>(); *///sets it up on the 0 tile, we can change this if we want to start in other places
            goalTile    = grid.GetGoal();
        }
        else if (FindObjectOfType <PuzzleOneScript>())
        {
            p1Grid      = FindObjectOfType <PuzzleOneScript>();
            gridTiles   = p1Grid.GetBoard();
            currentTile = gridTiles[0, 0].GetComponent <Tiles>();
            goalTile    = p1Grid.GetGoal();
        }
        else if (FindObjectOfType <PuzzleTwoScript>())
        {
            p2Grid      = FindObjectOfType <PuzzleTwoScript>();
            gridTiles   = p2Grid.GetBoard();
            currentTile = gridTiles[2, 2].GetComponent <Tiles>();
            goalTile    = p2Grid.GetGoal();
        }
        else if (FindObjectOfType <PuzzleX>())
        {
            pXGrid      = FindObjectOfType <PuzzleX>();
            gridTiles   = pXGrid.GetBoard();
            currentTile = gridTiles[4, 4].GetComponent <Tiles>();
            goalTile    = pXGrid.GetGoal();
        }
        //when you add a new puzzle add it to the above. Only need to add here

        currentTile.SetBeetOn(true);
        nextWaypoint       = currentTile.entryPoints[0];
        exit               = nextWaypoint;
        transform.position = currentTile.transform.position;

        anim.SetTrigger("Walk");
        anim.SetBool("Lose", false);
        anim.SetBool("Win", false);
    }
Esempio n. 2
0
    // Start is called before the first frame update
    private void OnEnable()
    {
        _turnAccess = FindObjectOfType <TileSelector>();
        if (SceneManager.GetActiveScene().name == "PuzzleOne")
        {
            pOne            = FindObjectOfType <PuzzleOneScript>();
            maxTurns        = pOne.getMaxMoves();
            _turnsUsed.text = _check.ToString() + " / " + maxTurns.ToString();
        }
        else if (SceneManager.GetActiveScene().name == "PuzzleTwo")
        {
            pTwo            = FindObjectOfType <PuzzleTwoScript>();
            maxTurns        = pTwo.getMaxMoves();
            _turnsUsed.text = _check.ToString() + " / " + maxTurns.ToString();
        }
        else if (SceneManager.GetActiveScene().name == "PuzzleX")
        {
            pX              = FindObjectOfType <PuzzleX>();
            maxTurns        = pX.getMaxMoves();
            _turnsUsed.text = _check.ToString() + " / " + maxTurns.ToString(); //"Turns Used \n \n" + "<b>" + _check + "</b> /" + maxTurns;
        }


        t_StartSize = t_Size.transform.localScale;
        largeScale  = t_Text.transform.localScale * 1.1f;

        gridM = FindObjectOfType <GridManager>();


        currentSelection = 0;
        buttons.Add(restart);
        buttons.Add(menu);
        buttons.Add(quit);
        buttons.Add(next);
        selector.SetActive(false);

        //levelEndButtons.SetActive(false);
        restart.gameObject.SetActive(false);
        menu.gameObject.SetActive(false);
        quit.gameObject.SetActive(false);
        next.gameObject.SetActive(false);
    }