public static void Correctmove() { int id = 0; float catchTime = timer; List <float> boxes_coords_x = new List <float>(); List <float> boxes_coords_y = new List <float>(); panels panel = Camera.main.GetComponent <panels>(); comboText.GetComponent <Text>().text = combo + "x"; if (combo > 1) { comboText.GetComponent <Animation>().Play("combo_appear"); } foreach (GameObject obj in selected_boxes) { boxes_coords_x.Add(obj.GetComponent <block>().coord_x); boxes_coords_y.Add(obj.GetComponent <block>().coord_y); obj.GetComponent <block>().disappearBlock(); panel.placeBox(boxes_coords_x[id], boxes_coords_y[id]); id++; Destroy(obj); } boxes_coords_x = new List <float>(); boxes_coords_y = new List <float>(); scoreManager.increasePoints((int)catchTime); StateManager.playCorrect(); correctAddTime(combo); RestoreToDefault(); generateNewWantedValue(); }
void OnTutorialOn(panels _panel) { SetOff(); switch (_panel) { case panels.HURDLES: if (!Data.Instance.userData.ready_tutorial_hurdles) { tutorial_hurdles.SetActive(true); SetOn(); StartCoroutine(PlayCoroutine(tutorial_hurdles.GetComponent <Animation>(), "hurdles", false)); Data.Instance.userData.ready_tutorial_hurdles = true; } break; case panels.MUD: if (!Data.Instance.userData.ready_tutorial_mud) { tutorial_mud.SetActive(true); SetOn(); StartCoroutine(PlayCoroutine(tutorial_mud.GetComponent <Animation>(), "hurdles", false)); Data.Instance.userData.ready_tutorial_mud = true; } break; case panels.RUN: if (!Data.Instance.userData.ready_tutorial_run) { tutorial_run.SetActive(true); SetOn(); StartCoroutine(PlayCoroutine(tutorial_run.GetComponent <Animation>(), "run", false)); Data.Instance.userData.ready_tutorial_run = true; } break; case panels.TRAMPOLIN: if (!Data.Instance.userData.ready_tutorial_trampolin) { tutorial_trampolin.SetActive(true); SetOn(); StartCoroutine(PlayCoroutine(tutorial_trampolin.GetComponent <Animation>(), "hurdles", false)); Data.Instance.userData.ready_tutorial_trampolin = true; } break; case panels.WALLS: if (!Data.Instance.userData.ready_tutorial_walls) { tutorial_walls.SetActive(true); SetOn(); StartCoroutine(PlayCoroutine(tutorial_walls.GetComponent <Animation>(), "walls", false)); Data.Instance.userData.ready_tutorial_walls = true; } break; } }
public void Reshuffle() { if (reshuffles > 0) { StartCoroutine(reshuffleTimer()); StateManager.playReshuffle(); panels panel = Camera.main.GetComponent <panels>(); panel.fillScene(); blockselector.RestoreToDefault(); blockselector.generateNewWantedValue(); reshuffles--; if (reshuffles < 1) { GameObject.Find("shuffle_button").GetComponent <Button>().interactable = false; } } else { print("no shuffles left"); } }
Register(panels[i].Item1, panels[i].Item2);
public void ClickSimpleButton(buttons button) { switch (button) { case buttons.EDITING: character.ChangeState(Character.states.EDITING); break; case buttons.EDITING_FREE: character.ChangeState(Character.states.EDITING_FREE); break; case buttons.CUBE_CONSTRUCTOR: character.ChangeState(Character.states.CUBE_CONSTRUCTOR); break; case buttons.FREE_DRAWING: character.ChangeState(Character.states.FREE_DRAWING); break; case buttons.TELEPORT: character.ChangeState(Character.states.TELEPORT); break; case buttons.SCALE_X1: Events.OnResizeWorld(UIZoom.sizes.SMALL); break; case buttons.SCALE_X2: Events.OnResizeWorld(UIZoom.sizes.MEDIUM); break; case buttons.SCALE_X3: Events.OnResizeWorld(UIZoom.sizes.BIG); break; case buttons.GRAVITY_YES: World.Instance.useGravity = true; Events.OnRecalculateGravity(); break; case buttons.GRAVITY_NO: World.Instance.useGravity = false; break; case buttons.SNAPPING_ON: World.Instance.useSnapping = true; break; case buttons.SNAPPING_OFF: World.Instance.useSnapping = false; break; case buttons.COLORS_ON: character.ChangeState(Character.states.COLOR_PAINT); panelActive = panels.COLORS; SetActivePanel(); break; case buttons.COLORS_OFF: panelActive = panels.INIT; SetActivePanel(); break; case buttons.SETTINGS_ON: panelActive = panels.SETTINGS; SetActivePanel(); break; case buttons.SETTINGS_OFF: panelActive = panels.INIT; SetActivePanel(); break; case buttons.DESTROY: character.ChangeState(Character.states.DESTROY); break; } }
//Selection Panel Control public void PanelControl(int newPanel) { if (newPanel != (int)currentPanel) { switch (newPanel) { case (int)panels.Target: currentPanel = panels.Target; break; case (int)panels.Magic: currentPanel = panels.Magic; break; case (int)panels.Item: currentPanel = panels.Item; break; case (int)panels.None: currentPanel = panels.None; break; default: Debug.Log("newPanel value is not valid! You f****d up in the inspector!"); break; } OpenPanel(SelectionPanel); } else { currentPanel = panels.None; ClosePanel(SelectionPanel); } }
//Populating the contents of the panel private void getPanelContent(panels panel) { //Destroy all listItems to start fresh each time foreach (var item in population) { Destroy(item); } switch (panel) { case panels.None: population.Clear(); break; case panels.Target: break; case panels.Magic: break; case panels.Item: //Test Case, NEEDS TO BE REPLACED for (int i = 0; i < Random.Range(20,20); i++) { GameObject listItem = Instantiate(SelectionListItem) as GameObject; population.Add(listItem); listItem.transform.SetParent(ListItemsScrollRect,false); //The second parameter keeps it from rescaling. I don't understand why it does this. Need to look at documentation. } break; default: break; } }
//Before anything is drawn void Awake() { //Singleton Check if (instance != null) Destroy(this); else instance = gameObject; //All panels closed by default currentPanel = panels.None; ClosePanel(SelectionPanel); ClosePanel(PauseMenu); }