Esempio n. 1
0
        // Update is called once per frame
        void Update()
        {
            updateTileCounter();

            if (levels[currentLevel].limitMoves == 0) //infinite moves if no limit is set
            {
                movesText.text = "\u221E";            //set text to infinite symbol
            }
            else //when limit is set
            {
                movesText.text = moveCounter.ToString();                                //set text to move counter

                if (moveCounter < 1 && (clearTiles == false || hm.currentHealth < 100)) //trigger game lost if out of moves to clear criteria
                {
                    display.DisplayDeathUI();
                }
            }
        }
Esempio n. 2
0
        private void CheckState()                                         //function to do things according to the state of the health
        {
            if (currentHealth >= 100 && criteria.clearTiles == true)      //if currentHealth is greater than 100 and tile criteria is cleared, it means that the player won
            {
                display.DisplayWinUI();                                   //displays the Win UI
                if (criteria.currentLevel + 1 == Player.m3unlockedlevels) //check if playing level is same as unlocked level
                {
                    if (Player.m3unlockedlevels < 6)                      //when completing levels 1-5
                    {
                        Player.coins += 10;                               //award 10 coins for passing level (one time claim)
                        Debug.Log("You got 10 coins for winning this level!");
                        StartCoroutine(Login.UpdateCoins());
                        coinsChange = true;
                    }
                    else if (Player.m3unlockedlevels < 11)     //when completing levels 6-10
                    {
                        Player.coins += 30;                    //award 30 coins for passing level (one time claim)
                        Debug.Log("You got 30 coins for winning this level!");
                        StartCoroutine(Login.UpdateCoins());
                        coinsChange = true;
                    }
                    else if (Player.m3unlockedlevels < 16)     //when completing levels 11-15
                    {
                        Player.coins += 50;                    //award 50 coins for passing level (one time claim)
                        Debug.Log("You got 50 coins for winning this level!");
                        StartCoroutine(Login.UpdateCoins());
                        coinsChange = true;
                    }
                    else if (Player.m3unlockedlevels < 21)     //when completing levels 16-20
                    {
                        Player.coins += 60;                    //award 60 coins for passing level (one time claim)
                        Debug.Log("You got 60 coins for winning this level!");
                        StartCoroutine(Login.UpdateCoins());
                        coinsChange = true;
                    }
                    else if (Player.m3unlockedlevels < 26)     //when completing levels 21-25
                    {
                        if (Player.m3unlockedlevels == 25)
                        {
                            Player.dateEndM3  = System.DateTime.Now;
                            Player.m3Duration = (Player.dateEndM3 - Player.dateStartM3).ToString();
                        }
                        Player.coins += 80;                    //award 80 coins for passing level (one time claim)
                        Debug.Log("You got 80 coins for winning this level!");
                        StartCoroutine(Login.UpdateCoins());
                        coinsChange = true;
                    }

                    Player.m3unlockedlevels += 1;              //increase unlocked level
                    Player.Save();
                    StartCoroutine(Login.UpdateCoins());
                    StartCoroutine(Login.UpdateLives());
                }
            }
            else if (currentHealth < 1)                                      //if currentHealth is lesser than 1, meaning 0, it means that the player lost
            {
                display.DisplayDeathUI();                                    //displays the Death UI
            }
            else if (currentHealth < min_neutralHealth && currentHealth > 1) //red health, sick state
            {
                healthState = HealthStates.Sick;
                //nm.DisplayNotification(0);
                sr.sprite = sprites[0];

                bannerSleep.SetActive(true);
                bannerEat.SetActive(false);
                bannerRun.SetActive(false);

                SetBoolActiveSleep();
                SetBoolInactiveRun();
                SetBoolInactiveEat();

                if (!audiosrc.isPlaying)
                {
                    audiosrc.Play();
                }
            }

            else if (currentHealth >= min_neutralHealth && currentHealth < min_healthyHealth) //yellow health, neutral health
            {
                healthState = HealthStates.Neutral;
                //nm.DisplayNotification(1);
                sr.sprite = sprites[1];

                if (audiosrc.isPlaying)
                {
                    audiosrc.Stop();
                }

                bannerSleep.SetActive(false);
                bannerEat.SetActive(true);
                bannerRun.SetActive(false);

                SetBoolActiveEat();
                SetBoolInactiveRun();
                SetBoolInactiveSleep();
            }

            else if (currentHealth >= min_healthyHealth && currentHealth < 100f) //green health, healthy state
            {
                healthState = HealthStates.Healthy;
                //nm.DisplayNotification(2);
                sr.sprite = sprites[2];

                if (audiosrc.isPlaying)
                {
                    audiosrc.Stop();
                }

                bannerSleep.SetActive(false);
                bannerEat.SetActive(false);
                bannerRun.SetActive(true);

                SetBoolActiveRun();
                SetBoolInactiveEat();
                SetBoolInactiveSleep();
            }
            SetBonus(healthState);
        }