public void React(ThrowableType[] types) { Debug.Log(types[0]); Debug.Log(types[1]); if(types[0] == types[1]){ _score += 50; updateScore(); }else{ _score -= 25; _health -= 1; updateScore(); CheckConditions(); } }
public void printHello(ThrowableType type) { //ObjectType type){ switch(type){ case ThrowableType.A: Debug.Log("New Game state"); //GameObject.Find("NewGameState").transform.position = Vector3.zero; //GameObject.Find("MainState").transform.position = new Vector3(1000.0f,0.0f,0.0f); break; case ThrowableType.B: Debug.Log("Settings state"); break; case ThrowableType.C: Debug.Log("Credits state"); break; case ThrowableType.D: Debug.Log("Quit state"); break; default: Debug.Log("Hello from GameWorld!! Default"); break; } }
public void React(ThrowableType[] types) { worldBehaviour.React(types); }
public void React(ThrowableType[] types) { var type = types[0]; switch(type){ case ThrowableType.A: switch(_currentState){ case GameState.MainState: // New Game Label in Main State _mainState.transform.position = _notVisible; _newGameState.transform.position = _visible; _currentState = GameState.NewGameState; break; case GameState.NewGameState: //Back Label in New Game State _newGameState.transform.position = _notVisible; _mainState.transform.position = _visible; _currentState = GameState.MainState; break; case GameState.SettingsState: break; case GameState.QuitConfirmState: Application.Quit(); break; case GameState.CreditsState: _creditsState.transform.position = _notVisible; _mainState.transform.position = _visible; _names.SetActive(false); _currentState = GameState.MainState; break; } break; case ThrowableType.B: switch(_currentState){ case GameState.QuitConfirmState: _mainState.transform.position = _visible; _quitState.transform.position = _notVisible; _currentState = GameState.MainState; break; case GameState.NewGameState: Application.LoadLevel("02_recycle_game"); break; } break; case ThrowableType.C: switch(_currentState){ case GameState.MainState: _mainState.transform.position = _notVisible; _quitState.transform.position = _visible; _currentState = GameState.QuitConfirmState; break; } break; case ThrowableType.D: switch(_currentState){ case GameState.MainState: _mainState.transform.position = _notVisible; _creditsState.transform.position = _visible; _names.SetActive(true); _currentState = GameState.CreditsState; break; } break; }//switch }