P() public static method

Shorthand for the U9ParallelTransition.
public static P ( ) : U9ParallelTransition,
return U9ParallelTransition,
コード例 #1
0
    /// <summary>
    /// Restarts the game.
    /// </summary>
    /// <param name="displayIntro">If set to <c>true</c> display intro.</param>
    void RestartGame(bool displayIntro)
    {
        gameIsOver = false;
        U9Transition t;

        t = U9T.S(U9T.P(displayIntro ? introView.GetDisplayTransition() : null));
        t.Begin();
    }
コード例 #2
0
ファイル: U9EventManager.cs プロジェクト: bigstupidx/swip3
    public U9Transition FireEvent(string eventID, object source, params object[] args)
    {
        //Debug.Log ("FIRE EVENT: " + eventID);
        U9Event      e;
        U9Transition transition = U9T.Null();

        if (events.TryGetValue(eventID, out e))
        {
            U9EventArgs eventArgs = e.OnFired(source, args);
            if (eventArgs != null && eventArgs.Transitions.Count > 0)
            {
                transition = U9T.P(eventArgs.Transitions.ToArray());
            }
        }
        return(transition);
    }
コード例 #3
0
    U9Transition CreateCompositeTransition(U9Transition[] ts)
    {
        switch (compositionType)
        {
        case CompositionType.Parallel:
            return(U9T.P(ts));

        case CompositionType.Serial:
            return(U9T.S(ts));

        case CompositionType.Stagger:
            return(U9T.Stagger(0.1f, ts));

        default:
            return(null);
        }
    }
コード例 #4
0
    /// <summary>
    /// Creates a transition which shifts blocks away from the given edge, checks for any matched blocks, and triggers game over if the board is full.
    /// </summary>
    /// <returns>The shift blocks transition.</returns>
    /// <param name="edge">Edge.</param>
    public U9Transition CreatePlayerMoveTransition(Edge edge)
    {
        if (_IntroLogo != null)
        {
            MoveIntro(edge);
        }

        for (int i = 1, ni = gridSize - 1; i < ni; i++)
        {
            for (int j = 1, nj = gridSize - 1; j < nj; j++)
            {
                Block b = blocks [i, j];
            }
        }

        newScoreView.GetHideTransition().Begin();
        highScoreView.GetHideTransition().Begin();

        // If already gameover then ignore this request and return a null transition.
        if (gameIsOver)
        {
            RestartGame(false);
        }

        // If the intro is displaying then hide it.
        if (introView != null && introView.IsDisplaying)
        {
            introView.GetHideTransition().Begin();
        }

        U9Transition t = U9T.P(CreateShiftBlocksTransition(edge));

        // After the player move transition, if the game is over then start a new game, otherwise spawn blocks on the side that was just shifted
        t.Ended += (transition) => {
            U9Transition d        = CreateMatchesTransition();
            U9Transition gameOver = IsGameOver() ? CreateGameOverTransition() : null;
            if (gameOver != null)
            {
                gameOver.Ended += (transitionOver) =>
                {
                    if (gameIsOver)
                    {
                        if (Platform == Platform.Web)
                        {
                            Application.ExternalCall("SetHighScore", HighScore);
                            Application.ExternalCall("GameOver");
                        }
                        //!!!
                        haxForSideBlocksNotSpawningInCorrectNumber = true;
                        //!!!

                        score       = 0;
                        scoresToAdd = 0;
                        newScore    = 0;

                        _Timer = 0;

                        StartGame();

                        currentScoreLabel.text = "0";
                        _ECurrentView          = View.Game;
                    }
                };
                gameOver.Begin();
            }
            else
            {
                if (d != null)
                {
                    d.Begin();
                }

                SpawnBlocks(edge);
            }
        };
        return(t);
    }
コード例 #5
0
    /// <summary>
    /// Spawns new blocks on the specified side
    /// </summary>
    /// <param name="side">Side.</param>
    void SpawnBlocks(Edge edge)
    {
        // Create a list of possible spawn points
        List <int> possibleSpawnPoints   = new List <int> ();
        int        numEdgeSpawnsRequired = numberOfEdgeSpawns;

        if (haxForSideBlocksNotSpawningInCorrectNumber == false)
        {
            #region What should be done
            switch (edge)
            {
            case Edge.Top:

                for (int i = 1, ni = gridSize - 1; i < ni; i++)
                {
                    if (blocks [i, gridSize - 1])
                    {
                        numEdgeSpawnsRequired--;
                    }
                    else
                    {
                        possibleSpawnPoints.Add(i);
                    }
                }

                break;

            case Edge.Bottom:

                for (int i = 1, ni = gridSize - 1; i < ni; i++)
                {
                    if (blocks [i, 0])
                    {
                        numEdgeSpawnsRequired--;
                    }
                    else
                    {
                        possibleSpawnPoints.Add(i);
                    }
                }

                break;

            case Edge.Left:

                for (int i = 1, ni = gridSize - 1; i < ni; i++)
                {
                    if (blocks [0, i])
                    {
                        numEdgeSpawnsRequired--;
                    }
                    else
                    {
                        possibleSpawnPoints.Add(i);
                    }
                }

                break;

            case Edge.Right:

                for (int i = 1, ni = gridSize - 1; i < ni; i++)
                {
                    if (blocks [gridSize - 1, i])
                    {
                        numEdgeSpawnsRequired--;
                    }
                    else
                    {
                        possibleSpawnPoints.Add(i);
                    }
                }
                break;
            }
            #endregion
        }
        else
        {
            #region What i am forced to do...
            for (int i = 1, ni = gridSize - 1; i < ni; i++)
            {
                possibleSpawnPoints.Add(i);
            }
            #endregion
        }

        // Select a subset of spawn points from the list of possible spawns.
        List <int> spawnPoints = GetRandomSubset <int> (possibleSpawnPoints, numEdgeSpawnsRequired);


        // Create a list of transitions for each of the spawns
        List <U9Transition> transitions = new List <U9Transition> ();
        switch (edge)
        {
        case Edge.Top:

            for (int i = 0, ni = spawnPoints.Count; i < ni; i++)
            {
                transitions.Add(SpawnBlock(spawnPoints [i], gridSize - 1));
            }

            break;

        case Edge.Bottom:

            for (int i = 0, ni = spawnPoints.Count; i < ni; i++)
            {
                transitions.Add(SpawnBlock(spawnPoints [i], 0));
            }

            break;

        case Edge.Left:

            for (int i = 0, ni = spawnPoints.Count; i < ni; i++)
            {
                transitions.Add(SpawnBlock(0, spawnPoints [i]));
            }

            break;

        case Edge.Right:

            for (int i = 0, ni = spawnPoints.Count; i < ni; i++)
            {
                transitions.Add(SpawnBlock(gridSize - 1, spawnPoints [i]));
            }
            break;
        }

        U9T.P(transitions.ToArray()).Begin();
    }
コード例 #6
0
    /// <summary>
    /// Returns a transiton that animates and removes blocks, and grants a score for them
    /// </summary>
    /// <returns>The matches transition.</returns>
    U9Transition CreateMatchesTransition()
    {
        List <U9Transition> transitions = new List <U9Transition> ();

        newScore = Score;
        //layer (14-9)
        int layer = 14;

        // For every block in the grid that is not on an edge
        for (int i = 1, ni = gridSize - 1; i < ni; i++)
        {
            for (int j = 1, nj = gridSize - 1; j < nj; j++)
            {
                Block b = blocks [i, j];

                if (b)
                {
                    List <Block> matchingBlocks = FindAdjacentMatchingBlocks(b.Color, i, j);

                    if (matchingBlocks.Count >= 3)
                    {
                        // The player receives score for each block, equal to the number of blocks matched
                        int tScore = matchingBlocks.Count;
                        newScore += tScore * tScore;

                        GameObject        onScore = (GameObject)Instantiate(_OnScore, matchingBlocks[matchingBlocks.Count / 2].transform.position, Quaternion.identity);
                        OnScoreTransition onT     = onScore.GetComponent <OnScoreTransition>();
//!!
                        transitions.Add(onT.CreateOnScoreTransition(matchingBlocks, layer, tScore));

                        // Add transitions to dissapear all matching blocks and display the score per block in their place
                        foreach (Block m in matchingBlocks)
                        {
                            blocks [m.I, m.J]  = null;
                            m.gameObject.layer = layer;
                            GameObject BB = GetBackgroundBlock(m);
                            if (BB != null)
                            {
                                BB.gameObject.layer = layer;
                            }
                        }
                        layer--;
                    }

                    // Reset all blocks so that they can be checked again
                    ResetCheckedForMatchesFlags();
                }
            }
        }

        // Creates a stagger transition so that each subsequent match has a slight delay

        if (transitions.Count > 0)
        {
            U9Transition t = U9T.P(transitions.ToArray());

            // Only update the score once all animations are completed
            t.Ended += (transition) =>
            {
                Score = newScore;
                if (Platform == Platform.Web)
                {
                    Application.ExternalCall("ScoreUpdate", Score);
                }
            };
            return(t);
        }
        return(null);
    }