コード例 #1
0
    private IEnumerator NewShapeEffectCorutine(ShapeScriptable _newShape)
    {
        float animDur           = 0.03f;
        int   currentShapeIndex = ShapeController.GetCurrentShapeIndex();

        readInput = false;
        Direction randomDir = UnityEngine.Random.Range(0, 2) == 0 ? Direction.Right : Direction.Left;

        for (int i = 0; i < 15; i++)
        {
            gameplayPanel.UpdateShape(randomDir, ShapeController.GetShapeByIndex(currentShapeIndex), ShapeController.GetShapeByIndex(currentShapeIndex - 1), ShapeController.GetShapeByIndex(currentShapeIndex + 1), true, animDur);
            currentShapeIndex++;

            if (randomDir == Direction.Right)
            {
                SwipeController.RightSwipe();
            }
            else
            {
                SwipeController.LeftSwipe();
            }

            yield return(new WaitForSeconds(animDur));
        }

        shapeCtrl.ChangeShape(_newShape);
        readInput = true;
    }
コード例 #2
0
    private void OnGameplayFadeOutCallback()
    {
        bgMng.StartBackground();
        videoAlreadyWhatched = false;

        DifficultyManager.StartGame();

        int firstGame = PlayerPrefs.GetInt("Tutorial", 0);

        if (firstGame == 0)
        {
            readInput  = false;
            isTutorial = true;
            tutorialTimes++;
            gameplayPanel.EnableTutorialPanel(true);
            spawnCtrl.StartSpawn(ShapeController.GetShapeByIndex(ShapeController.GetCurrentShapeIndex() - 1));
            CoroutineController.StartRoutine(StartTutotrial, 6.5f);
        }
        else
        {
            spawnCtrl.StartSpawn();
            readInput  = true;
            isTutorial = false;
        }

        startState = true;
    }
コード例 #3
0
    private void HandleOnShapeChange(Direction _swipeDir, ShapeScriptable _newShape, bool _animation)
    {
        int currentShapeIndex = ShapeController.GetCurrentShapeIndex();

        gameplayPanel.UpdateShape(_swipeDir, _newShape, ShapeController.GetShapeByIndex(currentShapeIndex - 1), ShapeController.GetShapeByIndex(currentShapeIndex + 1), _animation, changeShapeDelayTime);
    }