コード例 #1
0
    private void OnQTEButtonPressed(int buttonIndex)
    {
        if (firstFrame)
        {
            return;
        }

        // Pressed right button
        if (buttonCombination[currentIndex] == buttonIndex)
        {
            Color currentColor  = buttonObjects[currentIndex].GetComponent <Image>().color;
            Color finishedColor = Color.white * currentColor;
            finishedColor.a = 0.5f;
            buttonObjects[currentIndex].GetComponent <Image>().color = finishedColor;

            currentIndex++;
            if (currentIndex == buttonCombination.Count)
            {
                player.audioSource.PlayOneShot(successSound);
                OnMinigameSuccess.Invoke();
            }
            else
            {
                player.audioSource.PlayOneShot(correctSound);
            }
        }
        // Pressed wrong button
        else
        {
            player.audioSource.PlayOneShot(failSound);
            OnMinigameFail.Invoke();
        }
    }
コード例 #2
0
    protected override void Update()
    {
        // Check if a new projectile should be spawned
        float currentTime = Time.time - startTime;

        if (spawntimes.Count > 0 && currentTime >= spawntimes.Peek())
        {
            Debug.Log("Spawn new projectile");

            spawntimes.Dequeue();
            GameObject    projectileGameObject    = new GameObject("Projectile" + activeProjectiles.Count);
            RectTransform projectileRectTransform = projectileGameObject.AddComponent <RectTransform>();
            Image         spriteImage             = projectileGameObject.AddComponent <Image>();
            spriteImage.sprite = squareSprite;
            spriteImage.color  = Color.red;
            projectileRectTransform.sizeDelta = new Vector2(10, minigameScreen.sizeDelta.y);
            projectileRectTransform.anchorMax = Vector2.zero;
            projectileRectTransform.anchorMin = Vector2.zero;
            projectileRectTransform.SetParent(minigameScreen);
            projectileRectTransform.localPosition    = Vector3.zero;
            projectileRectTransform.localScale       = Vector3.one;
            projectileRectTransform.localRotation    = Quaternion.identity;
            projectileRectTransform.anchoredPosition = new Vector2(minigameScreen.sizeDelta.x - projectileRectTransform.sizeDelta.x / 2, minigameScreen.sizeDelta.y * 0.5f);
            activeProjectiles.Add(projectileRectTransform);
        }

        List <RectTransform> projectilesToDestroy = new List <RectTransform>();

        foreach (RectTransform projectile in activeProjectiles)
        {
            projectile.Translate(-1 * speedFactor, 0, 0, Space.Self);

            // Projectile is out of sight and can be destroyed
            if (projectile.anchoredPosition.x < projectile.sizeDelta.x / 2.0f)
            {
                player.audioSource.PlayOneShot(failSound);
                OnMinigameFail.Invoke();
                return;
            }
        }

        // Lost because all projectiles got destroyed
        if (activeProjectiles.Count == 0 &&
            spawntimes.Count == 0)
        {
            Debug.Log("Hit: " + hitProjectiles + " Count: " + projectileCount);
            if (projectileCount == hitProjectiles)
            {
                Debug.Log("Won");
                player.audioSource.PlayOneShot(successSound);
                OnMinigameSuccess.Invoke();
            }
            else
            {
                Debug.Log("Failed");
                player.audioSource.PlayOneShot(failSound);
                OnMinigameFail.Invoke();
            }
        }
    }
コード例 #3
0
ファイル: GameEvents.cs プロジェクト: 40219124/DeeperAndDown
 public static void MinigameFinished(bool success)
 {
     if (success)
     {
         OnMinigameWin?.Invoke();
     }
     else
     {
         OnMinigameFail?.Invoke();
     }
 }
コード例 #4
0
    protected override void Update()
    {
        if (fillImage == null)
        {
            return;
        }

        fillImage.fillAmount -= decreaseValue * Time.deltaTime;

        fillImage.color = Color.Lerp(minAmountColor, maxAmountColor, fillImage.fillAmount);

        // Player lost the game because the fillamount reached zero
        if (fillImage.fillAmount <= 0.0f)
        {
            player.audioSource.PlayOneShot(failSound);
            OnMinigameFail.Invoke();
        }
    }
コード例 #5
0
    protected override void Update()
    {
        Vector3 anchoredPosition = new Vector2(minigameScreen.sizeDelta.x * 0.5f, minigameScreen.sizeDelta.y * 0.5f);

        anchoredPosition += lastDir * offsetFactor;
        buttonPromptRectTransform.anchoredPosition = anchoredPosition;

        spinningImageRectTransform.Rotate(0, 0, -rotationSpeed * Time.deltaTime, Space.Self);

        doneDegree -= decreaseValue * Time.deltaTime;

        float percentage = doneDegree / neededDegree;

        fillImage.fillAmount = percentage;
        fillImage.color      = Color.Lerp(minAmountColor, maxAmountColor, percentage);

        // Player lost the game because the fillamount reached zero
        if (fillImage.fillAmount <= 0.0f)
        {
            player.audioSource.PlayOneShot(failSound);
            OnMinigameFail.Invoke();
        }
    }
コード例 #6
0
    public void OnTriggerButtonPressed()
    {
        buttonPromptRectTransform.localScale = Vector3.one * onPressScaleFactor;

        // Check if projectile is in target
        if (activeProjectiles.Count > 0 &&
            activeProjectiles[0].anchoredPosition.x >= hitboxOffset &&
            activeProjectiles[0].anchoredPosition.x <= hitboxSize + hitboxOffset)
        {
            RectTransform hitProjectile = activeProjectiles[0];
            activeProjectiles.Remove(hitProjectile);
            UnityEngine.Object.Destroy(hitProjectile.gameObject);

            hitProjectiles++;
            player.audioSource.PlayOneShot(correctSound);
            Debug.Log("Hit projectile");
        }
        else
        {
            Debug.Log("Missed projectile");

            OnMinigameFail.Invoke();
        }
    }