Esempio n. 1
0
    // This function will be used to wait 3 seconds before the spinning stops
    IEnumerator Example()
    {
        yield return(new WaitForSeconds(3));

        One.GetComponent <slotReel> ().setSpin(false);
        Two.GetComponent <slotReel> ().setSpin(false);
        Three.GetComponent <slotReel> ().setSpin(false);
    }
Esempio n. 2
0
    // This function ask the other three reels to spin
    public void spin()
    {
        string x, y, z;

        One.GetComponent <slotReel> ().setSpin(true);

        Two.GetComponent <slotReel> ().setSpin(true);

        Three.GetComponent <slotReel> ().setSpin(true);

        StartCoroutine(Example());
    }
Esempio n. 3
0
    // Start is called before the first frame update
    void Start()
    {
        if (cursorSpeed == 1)
        {
            One.GetComponent <LeanToggle>().On = true;
        }

        else if (cursorSpeed == 2)
        {
            Two.GetComponent <LeanToggle>().On = true;
        }

        else
        {
            Three.GetComponent <LeanToggle>().On = true;
        }

        if (hitboxBool)
        {
            hitbox.GetComponent <LeanToggle>().On = true;
        }

        else
        {
            hitbox.GetComponent <LeanToggle>().On = false;
        }

        if (particles)
        {
            particleUI.GetComponent <LeanToggle>().On = true;
        }

        else
        {
            particleUI.GetComponent <LeanToggle>().On = false;
        }

        if (music)
        {
            musicUI.GetComponent <LeanToggle>().On = true;
        }

        else
        {
            musicUI.GetComponent <LeanToggle>().On = false;
        }

        One   = GameObject.Find("Radio 1 (LeanToggle + LeanButton)");
        Two   = GameObject.Find("Radio 2 (LeanToggle + LeanButton)");
        Three = GameObject.Find("Radio 3 (LeanToggle + LeanButton)");
    }
Esempio n. 4
0
    // Use this for initialization
    void Start()
    {
        string[] seperators = { " " };

        // Instantiate a prefab for each of the objects
        One   = Instantiate(Resources.Load("PreFabs/singleReel", typeof(GameObject))) as GameObject;
        Two   = Instantiate(Resources.Load("PreFabs/singleReel", typeof(GameObject))) as GameObject;
        Three = Instantiate(Resources.Load("PreFabs/singleReel", typeof(GameObject))) as GameObject;

        // Intialize the names of each of the reel to relate back to them later
        One.GetComponent <slotReel>().setName("reel1");
        Two.GetComponent <slotReel> ().setName("reel2");
        Three.GetComponent <slotReel> ().setName("reel3");

        // Add the list of rating payouts to the list
        payAmount.Add(new winnings("R7", "R7", "R7", 100));
        payAmount.Add(new winnings("3B", "3B", "3B", 60));
        payAmount.Add(new winnings("2B", "2B", "2B", 40));
        payAmount.Add(new winnings("1B", "1B", "1B", 20));
        payAmount.Add(new winnings("AB", "AB", "AB", 10));
        payAmount.Add(new winnings("OR", "OR", "OR", 5));
        payAmount.Add(new winnings("PL", "PL", "PL", 4));
        payAmount.Add(new winnings("CH", "CH", "CH", 3));
    }
Esempio n. 5
0
    public int payout()
    {
        int cash = 0;

        for (int j = 0; j < payAmount.Count; j++)
        {
            int tmp = 0;
            tmp = payAmount [j].checkCharacters(One.GetComponent <slotReel> ().getResults()
                                                , Two.GetComponent <slotReel> ().getResults(), Three.GetComponent <slotReel> ().getResults());

            if (tmp > cash)
            {
                cash = tmp;
            }
        }
        return(cash);
    }