private void OnJumpFinished() { if (m_bIsCorrect) { ReportCorrectEvent(); --m_iLeftWinCount; if (m_iLeftWinCount <= 0) { //show window m_DiffMgr.ReportEvent(RegularityGameDifficultyManager.RegularityEventType.Win); ChangeToStatus(RegularityStatus.Win); m_UIWindow.OnWin(); } else { ReloadScene(); } } else { ReportWrongEvent(); --m_iLeftRedFlower; m_UIWindow.SetLeftFlower(m_iLeftRedFlower); if (m_iLeftRedFlower <= 0) { m_DiffMgr.ReportEvent(RegularityGameDifficultyManager.RegularityEventType.Lose); ChangeToStatus(RegularityStatus.Lose); m_UIWindow.OnLose(); } else { //jump back TriggerJumpToTarget(--m_iCurrentJumpedIndex); ChangeToStatus(RegularityStatus.Repostion); TriggerToShowPilesAnim(); } } }
private void OnJumpFinished() { if (m_bIsSucceed) { //event report if (m_bLastStatusIsWin) { ++m_iKeepStatusCount; } else { m_iKeepStatusCount = 0; } m_bLastStatusIsWin = true; switch (m_iKeepStatusCount) { case 0: m_DiffMgr.ReportEvent(RegularityGameDifficultyManager.RegularityEventType.Correct); break; case 1: m_DiffMgr.ReportEvent(RegularityGameDifficultyManager.RegularityEventType.Correct2); break; default: m_DiffMgr.ReportEvent(RegularityGameDifficultyManager.RegularityEventType.Correct3); break; } if (m_iLimitCount == 1) { m_UIWindow.SetLeftCount(0); //trigger next stage m_UIWindow.OnWin(); m_bIsFinished = true; m_DiffMgr.ReportEvent(RegularityGameDifficultyManager.RegularityEventType.Win); } else { --m_iLimitCount; m_UIWindow.SetLeftCount(m_iLimitCount); OnReset(); } } else { //event report if (!m_bLastStatusIsWin) { ++m_iKeepStatusCount; } else { m_iKeepStatusCount = 0; } m_bLastStatusIsWin = false; switch (m_iKeepStatusCount) { case 0: m_DiffMgr.ReportEvent(RegularityGameDifficultyManager.RegularityEventType.Wrong); break; case 1: m_DiffMgr.ReportEvent(RegularityGameDifficultyManager.RegularityEventType.Wrong2); break; default: m_DiffMgr.ReportEvent(RegularityGameDifficultyManager.RegularityEventType.Wrong3); break; } --m_iLeftRedFlower; m_UIWindow.SetLeftFlower(m_iLeftRedFlower); m_iMovingPilesIndex = m_iCurrentJumpIndex; m_bIsResetPos = true; m_iCurrentJumpIndex = -1; TriggerToJump(m_fJumpSpendTime, false); //play anim m_bIsMovingPiles = true; GameObject obj = m_ElementList[m_iMovingPilesIndex].m_ObjRoot; TweenPosition tween = obj.AddComponent <TweenPosition>(); tween.from = obj.transform.localPosition; tween.from.y = m_fMovePilesTop; tween.to = obj.transform.localPosition; tween.to.y = m_fMovePilesBottom; tween.worldSpace = false; tween.duration = m_fMovePilesDuringtime; tween.AddOnFinished(OnMovePilesBottomFinished); } }