コード例 #1
0
ファイル: BarManager.cs プロジェクト: Avatarchik/Mind-Hero
    public void BlockCleared(BarBlock block, bool wasCorrect)
    {
        var data = block.characterData;
        block.characterData = null;

        if (wasCorrect)
            data.correctBlocks++;
        else
            data.missedBlocks++;

        var reset = data.CheckComplete();

        if (reset)
            _activeCharacters.Remove(data);
    }
コード例 #2
0
ファイル: RoomBar.cs プロジェクト: Avatarchik/Mind-Hero
    public void RemoveBlock(BarBlock barBlock)
    {
        var count = room.GetWorkerCount();
        var blockWasCleared = false;
        var currentblock = barBlock;

        if (count > 0)
        {
            blockWasCleared = room.RemoveWorker();

            if (particlePrefab)
                SpawnParticleEmitter();
        }

        manager.BlockCleared(currentblock, blockWasCleared);
        currentblock.FinishBlock(this, blockWasCleared);
    }
コード例 #3
0
ファイル: RoomBar.cs プロジェクト: Avatarchik/Mind-Hero
    private void Awake()
    {
        _blockScript = blockPrefab.GetComponent<BarBlock>();
        _mat = new Material(blockMaterial);

        int i;

        _mat.color = blockColor;

        /* Just give it 4 blocks to start with. If more are needed
        * to be shown at once, they'll be created on AddBlocks but it may cause
        * slowdown */
        QueueUpNewBarBlocks(4);

        for (i = 0; i < 3; i++)
        {
            var pe = Instantiate(particlePrefab) as GameObject;
            pe.transform.parent = transform;
            pe.transform.localPosition = new Vector3(-14.3f + .5f, .2f, 0);

            _particleSystems.Add(pe.GetComponent<BlockParticlePop>());
            _particleSystems[i].particleSystem.renderer.material = _mat;
            _queuedParticles.Enqueue(_particleSystems[i]);
        }

        room.OnWorkerChange += ChangeWorkerCountText;
    }
コード例 #4
0
ファイル: RoomBar.cs プロジェクト: Avatarchik/Mind-Hero
 /// <summary>
 /// Used for when a block doesn't have a place to call home if passing the removal trigger.
 /// </summary>
 public void QueueVirtualBlock(BarBlock block)
 {
     _blockQueue.Enqueue(block);
 }