Esempio n. 1
0
 void Awake()
 {
     RestrictionMap.getDifficultyRatios();
     redRatio           = RestrictionMap.redRatio;
     blueRatio          = RestrictionMap.blueRatio;
     cyanRatio          = RestrictionMap.cyanRatio;
     greenRatio         = RestrictionMap.greenRatio;
     yellowRatio        = RestrictionMap.yellowRatio;
     mostDifficultyArea = RestrictionMap.mostAvailableArea;
 }
Esempio n. 2
0
 void Awake()
 {
     if (Instance == null)
     {
         Instance = this;
     }
     else
     {
         Destroy(gameObject);
     }
     activePiecesList          = new List <Transform>();
     activePiecesRenderersList = new List <Renderer>();
     activePieceScriptList     = new List <PairGamePiece>();
     RestrictionMap.getDifficultyRatios();
     motionCanvas.SetActive(false);
 }
Esempio n. 3
0
    void shufflePiece(Transform piece, Renderer pieceRanderer, PairGamePiece pieceScript)
    {
        isOverLap = false;
        piece.gameObject.SetActive(true);
        piece.localPosition = new Vector2(Random.Range(minXPos, maxXPos), Random.Range(minYPos, maxYPos));
        for (int i = 0; i < activePiecesList.Count; i++)
        {
            if (piece.name != activePiecesList[i].name && activePiecesList[i].gameObject.activeSelf)
            {
                if (pieceRanderer.bounds.Intersects(activePiecesRenderersList[i].bounds))
                {
                    isOverLap = true;
                }
            }
        }

        if (isOverLap)
        {
            shufflePiece(piece, pieceRanderer, pieceScript);
        }
        else
        {
            tempDifficulty = RestrictionMap.findDifficulty(piece.position);
            if (tempDifficulty == 0)
            {
                pieceScript.setPieceActive(2);
            }
            else if (tempDifficulty == 1)
            {
                pieceScript.setPieceActive(3);
            }
            else if (tempDifficulty == 2)
            {
                pieceScript.setPieceActive(4);
            }
            else if (tempDifficulty == 3 || tempDifficulty == 4 || tempDifficulty == 5)
            {
                pieceScript.setPieceActive(1);
            }
        }
    }
Esempio n. 4
0
    private int getRestrictionStatusCount(int [,] level)
    {
        int count = 0;

        for (int i = 0; i < level.GetLength(1); i++)
        {
            for (int j = 0; j < level.GetLength(0); j++)
            {
                if (level[j, i] != -1)
                {
                    Vector2 pipePosition = new Vector2(i * 2 - 9f, j * -2 + 4);

                    if (RestrictionMap.findDifficulty(pipePosition) >= 4)
                    {
                        count++;
                    }
                }
            }
        }

        return(count);
    }
Esempio n. 5
0
    private void CutHole(Vector2 imageSize, Vector2 imageLocalPosition, Vector2 mousePosition)
    {
        switch (GameManagerAraba.Instance.level)
        {
        case 0:
            levelDragType = DragDetectorAraba.DragTypeAraba.Horizontal;
            break;

        case 1:
            levelDragType = DragDetectorAraba.DragTypeAraba.Vertical;
            break;

        case 2:
            levelDragType = DragDetectorAraba.DragTypeAraba.Circular;
            break;

        case 3:
            levelDragType = DragDetectorAraba.DragTypeAraba.AllMotions;
            break;

        default:
            levelDragType = DragDetectorAraba.DragTypeAraba.None;
            break;
        }

        if (levelDragType == dragDetector.currentDragType)
        {
            int difficulty = RestrictionMap.findDifficulty(v);
            //print(difficulty);

            switch (difficulty)
            {
            case 1:
                restrictRatio = 0.5f;
                break;

            case 2:
                restrictRatio = 0.33f;
                break;

            case 3:
                restrictRatio = 0.5f;
                break;

            default:
                restrictRatio = 1.0f;
                break;
            }

            if (infoHasFeedbackText)
            {
                Text feedback = GameManagerAraba.Instance.feedbackText;

                switch (GameManagerAraba.Instance.level)
                {
                case 0:
                    feedback.text = GameManagerAraba.Instance.wrongFeedbackTexts[0];
                    break;

                case 1:
                    feedback.text = GameManagerAraba.Instance.wrongFeedbackTexts[1];
                    break;

                case 2:
                    feedback.text = GameManagerAraba.Instance.wrongFeedbackTexts[2];
                    break;

                case 3:
                    //feedback.text = "Herhangi bir hareketle aracý kurulamaya devam ediniz!";
                    feedback.text = GameManagerAraba.Instance.wrongFeedbackTexts[3];
                    break;

                default:
                    feedback.text = "Herhangi bir hareketle araca cila atmaya devam ediniz!";
                    break;
                }
                infoHasFeedbackText = false;
            }

            dragDetector.lastRightDragTypeTime = Time.time;

            Rect textureRect  = new Rect(0.0f, 0.0f, 1.0f, 1.0f);
            Rect positionRect = new Rect(
                (imageLocalPosition.x - 0.5f * EraserMaterial.mainTexture.width) / imageSize.x,
                (imageLocalPosition.y - 0.5f * EraserMaterial.mainTexture.height) / imageSize.y,
                EraserMaterial.mainTexture.width / imageSize.x,
                EraserMaterial.mainTexture.height / imageSize.y
                );
            GL.PushMatrix();
            GL.LoadOrtho();
            if (EraserMaterial.color.a <= 2.5f)
            {
                EraserMaterial.color = new Color(EraserMaterial.color.r, EraserMaterial.color.g, EraserMaterial.color.b, restrictRatio + tex.GetPixel((int)mousePosition.x, (int)mousePosition.y).a);
            }
            for (int i = 0; i < EraserMaterial.passCount; i++)
            {
                EraserMaterial.SetPass(i);
                GL.Begin(GL.QUADS);
                GL.Color(new Color(0.1f, 0.1f, 0.1f, 1.0f));
                GL.TexCoord2(textureRect.xMin, textureRect.yMax);
                GL.Vertex3(positionRect.xMin, positionRect.yMax, 0.0f);
                GL.TexCoord2(textureRect.xMax, textureRect.yMax);
                GL.Vertex3(positionRect.xMax, positionRect.yMax, 0.0f);
                GL.TexCoord2(textureRect.xMax, textureRect.yMin);
                GL.Vertex3(positionRect.xMax, positionRect.yMin, 0.0f);
                GL.TexCoord2(textureRect.xMin, textureRect.yMin);
                GL.Vertex3(positionRect.xMin, positionRect.yMin, 0.0f);
                GL.End();
            }
            GL.PopMatrix();
        }
        //else
        //{
        //	Text feedback = GameManagerAraba.Instance.feedbackText;

        //	switch (GameManagerAraba.Instance.level)
        //	{
        //		case 0:
        //			feedback.text = GameManagerAraba.Instance.feedbackTexts[0];
        //			break;
        //		case 1:
        //			feedback.text = GameManagerAraba.Instance.feedbackTexts[1];
        //			break;
        //		case 2:
        //			feedback.text = GameManagerAraba.Instance.feedbackTexts[2];
        //			break;
        //		case 3:
        //                  //feedback.text = "Lütfen istediðiniz bir hareketle aracý kurulayýnýz!";
        //                  feedback.text = GameManagerAraba.Instance.feedbackTexts[3];
        //                  break;
        //		default:
        //			feedback.text = "Lütfen istediðiniz bir hareketle araca cila atýnýz!";
        //			break;
        //	}

        //}
    }
Esempio n. 6
0
 public void shufflePosition(bool isStraightLine, bool isRotationChanging, bool isScaleChanging, bool isMathPiece, bool isAlone)
 {
     isStraightLineup = isStraightLine;
     if (targetPosition == Vector3.zero)
     {
         targetPosition  = transform.position;
         shadowRotation  = transform.rotation;
         initialPosition = targetPosition;
     }
     isOverlap = false;
     if (isScaleChanging)
     {
         if (Random.Range(0, 5) < 0.5f)
         {
             tempScale = Random.Range(0.6f, 0.9f);
         }
         else
         {
             tempScale = Random.Range(1.1f, 1.4f);
         }
         transform.localScale = new Vector3(tempScale, tempScale, 1);
     }
     else
     {
         isOnTrueScale = true;
     }
     if (isRotationChanging)
     {
         transform.localEulerAngles = new Vector3(0, 0, Random.Range(100, 260));
     }
     else
     {
         isOnTrueRotation = true;
     }
     if (!isStraightLine)
     {
         if (!isMathPiece)
         {
             transform.localPosition = new Vector3(Random.Range(minRandomX, maxRandomX), Random.Range(minRandomY, maxRandomY), 0);
         }
         else
         {
             transform.localPosition = new Vector3(Random.Range(-6.0f, 6.0f), Random.Range(-2.5f, 2.5f), 0);
         }
     }
     else
     {
         //StraightLine random position
         PieceGame.Instance.pieceSlider.slidingPiecesList.Add(transform);
     }
     if (thisRenderer == null)
     {
         thisRenderer = transform.GetComponent <Renderer>();
     }
     if (!isAlone)
     {
         foreach (Renderer child in PieceGame.Instance.pieceList.GetComponentsInChildren <Renderer>())
         {
             if (child.gameObject.activeSelf && (child.name != transform.name) && child.name != "pieceText")
             {
                 if (child.bounds.Intersects(thisRenderer.bounds))
                 {
                     isOverlap = true;
                 }
             }
         }
     }
     if (isOverlap)
     {
         shufflePosition(isStraightLineup, isRotationChanging, isScaleChanging, isMathPiece, isAlone);
     }
     else
     {
         if (!isStraightLineup && !PieceGame.Instance.isTooMuchRedArea && RestrictionMap.findDifficulty(transform.position) >= 4)
         {
             shufflePosition(isStraightLineup, isRotationChanging, isScaleChanging, isMathPiece, isAlone);
         }
         else
         {
             gameObject.SetActive(true);
             firstPosition         = transform.position;
             shadowScript.position = targetPosition;
             shadowScript.rotation = shadowRotation;
         }
     }
     //if (isOverlap)
     //    shufflePosition(isStraightLineup, isRotationChanging, isScaleChanging, isMathPiece, isAlone);
     //else
     //{
     //    if (!isStraightLineup)
     //    {
     //        tempDifficulty = RestrictionMap.findDifficulty(transform.position);
     //        if (tempDifficulty >= 4)
     //        {
     //            if (PieceGame.Instance.redPieceCount < PieceGame.Instance.redPieceSlot)
     //            {
     //                PieceGame.Instance.redPieceCount++;
     //                gameObject.SetActive(true);
     //                firstPosition = transform.position;
     //                shadowScript.position = targetPosition;
     //                shadowScript.rotation = shadowRotation;
     //                difficulty = 4;
     //            }
     //            else
     //                shufflePosition(isStraightLineup, isRotationChanging, isScaleChanging, isMathPiece, isAlone);
     //        }
     //        else if (tempDifficulty == 3)
     //        {
     //            if (PieceGame.Instance.bluePieceCount < PieceGame.Instance.bluePieceSlot)
     //            {
     //                PieceGame.Instance.bluePieceCount++;
     //                gameObject.SetActive(true);
     //                firstPosition = transform.position;
     //                shadowScript.position = targetPosition;
     //                shadowScript.rotation = shadowRotation;
     //                difficulty = 3;
     //            }
     //            else
     //                shufflePosition(isStraightLineup, isRotationChanging, isScaleChanging, isMathPiece, isAlone);
     //        }
     //        else if (tempDifficulty == 2)
     //        {
     //            if (PieceGame.Instance.cyanPieceCount < PieceGame.Instance.cyanPieceSlot)
     //            {
     //                PieceGame.Instance.cyanPieceCount++;
     //                gameObject.SetActive(true);
     //                firstPosition = transform.position;
     //                shadowScript.position = targetPosition;
     //                shadowScript.rotation = shadowRotation;
     //                difficulty = 2;
     //            }
     //            else
     //                shufflePosition(isStraightLineup, isRotationChanging, isScaleChanging, isMathPiece, isAlone);
     //        }
     //        else if (tempDifficulty == 1)
     //        {
     //            if (PieceGame.Instance.greenPieceCount < PieceGame.Instance.greenPieceSlot)
     //            {
     //                PieceGame.Instance.greenPieceCount++;
     //                gameObject.SetActive(true);
     //                firstPosition = transform.position;
     //                shadowScript.position = targetPosition;
     //                shadowScript.rotation = shadowRotation;
     //                difficulty = 1;
     //            }
     //            else
     //                shufflePosition(isStraightLineup, isRotationChanging, isScaleChanging, isMathPiece, isAlone);
     //        }
     //        else if (tempDifficulty == 0)
     //        {
     //            if (PieceGame.Instance.yellowPieceCount < PieceGame.Instance.yellowPieceSlot)
     //            {
     //                PieceGame.Instance.yellowPieceCount++;
     //                gameObject.SetActive(true);
     //                firstPosition = transform.position;
     //                shadowScript.position = targetPosition;
     //                shadowScript.rotation = shadowRotation;
     //                difficulty = 0;
     //            }
     //            else
     //                shufflePosition(isStraightLineup, isRotationChanging, isScaleChanging, isMathPiece, isAlone);
     //        }
     //    }
     //    else
     //    {
     //        gameObject.SetActive(true);
     //        firstPosition = transform.position;
     //        shadowScript.position = targetPosition;
     //        shadowScript.rotation = shadowRotation;
     //    }
     //}
 }