コード例 #1
0
ファイル: HumidityStep.cs プロジェクト: kiatAWDSA/Agenator_C
 public HumidityStep(UInt16 order, stepType type, double targetHumidity, int dayRemaining, int hourRemaining, int minuteRemaining, int secondRemaining, double targetFanSpeed, stepStatus status)
 {
     this.order          = order;
     this.type           = type;
     this.targetHumidity = targetHumidity;
     timeRemaining       = new TimeSpan(dayRemaining, hourRemaining, minuteRemaining, secondRemaining);
     this.targetFanSpeed = targetFanSpeed;
     this.status         = status;
 }
コード例 #2
0
ファイル: GameManager.cs プロジェクト: YuLeiJack/Unity3DGame
 void Start()
 {
     //this.gameObject.transform.position = Vector3.zero;
     SpawneGnerate();
     StartCoroutine(TimerTick(1));
     _stepType = stepType.one;
     music     = this.GetComponent <Audio> ();
     //music = GetComponent<AudioSource> ();
     //musicVolum = .5f;
 }
コード例 #3
0
ファイル: GameManager.cs プロジェクト: YuLeiJack/Unity3DGame
    private void compareTiles2(Tile tile_curr, Tile tile_oppo, bool autoCkeck = false)
    {
        _stepType = stepType.one;
        destroy   = false;
        if (tile_curr.pos.x == tile_oppo.pos.x && tile_curr.pos.y == tile_oppo.pos.y)
        {
            tileA.setTileTexture(0);

            return;
        }
        else if (tile_curr.pos.x == tile_oppo.pos.x && tile_curr.pos.y != tile_oppo.pos.y)
        {
            destroy = checkPosY(tile_curr, tile_oppo);
        }
        else if (tile_curr.pos.x != tile_oppo.pos.x && tile_curr.pos.y == tile_oppo.pos.y)
        {
            destroy = checkPosX(tile_curr, tile_oppo);
        }
        if (!destroy)
        {
            _stepType = stepType.two;
            destroy   = checkTheSecondStep(tile_curr, tile_oppo);
            if (!destroy)
            {
                _stepType = stepType.three;
                destroy   = checkTheThirdStep(tile_curr, tile_oppo);
            }
        }
        if (destroy)
        {
            tile_curr.setTileTexture(1);
            tile_oppo.setTileTexture(1);
            drawLine.ClearPath();
        }
        else
        {
            tileA.setTileTexture(0);
            drawLine.ClearPath();
            return;
        }
    }
コード例 #4
0
ファイル: GameManager.cs プロジェクト: YuLeiJack/Unity3DGame
    private void compareTiles(Tile tile_curr, Tile tile_oppo, bool autoCkeck = false)
    {
        _stepType = stepType.one;
        drawLine.waypoints.Add(tile_curr.transform);
        drawLine.transform.position = tile_curr.transform.position;
        destroy = false;
        //print ("Comparing");
        if (tile_curr.pos.x == tile_oppo.pos.x && tile_curr.pos.y == tile_oppo.pos.y)
        {
            drawLine.ClearPath();
            tileA.setTileTexture(0);
            //tileB.setTileTexture (0);
            tileA = tileB;
            //tileA.setTileTexture (1);
            tileB = null;
            tileA = null;
            return;
        }
        else if (tile_curr.pos.x == tile_oppo.pos.x && tile_curr.pos.y != tile_oppo.pos.y)
        {
            //print ("check Y");
            destroy = checkPosY(tile_curr, tile_oppo);
            if (destroy)
            {
                drawLine.waypoints.Add(tile_oppo.transform);
            }
        }
        else if (tile_curr.pos.x != tile_oppo.pos.x && tile_curr.pos.y == tile_oppo.pos.y)
        {
            //print ("check X");
            destroy = checkPosX(tile_curr, tile_oppo);
            if (destroy)
            {
                drawLine.waypoints.Add(tile_oppo.transform);
            }
        }
        if (!destroy)
        {
            _stepType = stepType.two;
            destroy   = checkTheSecondStep(tile_curr, tile_oppo);
            //print ("Checking the second step");
            if (!destroy)
            {
                _stepType = stepType.three;
                destroy   = checkTheThirdStep(tile_curr, tile_oppo);
                //print ("Check the third step and destroied " + destroy);
                print("tile_curr.idText:" + tile_curr.idText + "tile_oppo.idText:" + tile_oppo.idText);
            }
        }
        if (destroy)
        {
            timeForHint = timeCount;
            tile_curr.transform.localScale = Vector3.zero;
            tile_oppo.transform.localScale = Vector3.zero;
            tile_curr.type = false;
            tile_oppo.type = false;
            isAutoCheck    = false;

            music.playMatchEffect();
//			_tiles.RemoveAt (tile_curr.id);
//			_tiles.RemoveAt (tile_oppo.id);
            //ClearTiles (tile_curr);
            //ClearTiles (_tiles[tile_oppo.id]);
            tileA = null;
            tileB = null;
            drawLine.MoveToWaypoint();
        }
        else
        {
            drawLine.ClearPath();
            tileA.setTileTexture(0);
            tileA       = tileB;
            tileB       = null;
            isAutoCheck = true;
            return;
        }
    }