コード例 #1
0
ファイル: scirp.cs プロジェクト: grupo9web/Neon-Rush
    void Start()
    {
        language     = PlayerPrefs.GetInt("LANGUAGE");
        scoreSent    = false;
        profileFinal = gameObject.GetComponentInChildren <PostProcessingBehaviour>().profile;
        profileFinal.vignette.Reset();

        SetLanguage(language);

        if (mode.ContainsKey("dirZpositiva"))
        {
            stageMode = mode["dirZpositiva"];
        }

        direccion = stageMode.getDC()[0];

        cam   = gameObject.GetComponentInChildren <Camera>();
        pivot = gameObject.transform.GetChild(0).gameObject;

        setWorldSpeed(1.0f);


        audioSourceJugador = GetComponent <AudioSource>();

        //Actualizamos el txt de la puntuación
        setScoretxt();
    }
コード例 #2
0
ファイル: scirp.cs プロジェクト: grupo9web/Neon-Rush
    public void updateStageMode(string key)
    {
        //Efecto sonido cambio de camara
        audioSourceJugador.clip = efectoSonidoCambioCamara;
        audioSourceJugador.Play();

        // Motion blur + ralentizacion
        profileFinal.motionBlur.enabled = true;

        //Debug.Log("El jauja del scirp");
        stageMode   = mode[key];
        updateWorld = true;
    }
コード例 #3
0
ファイル: SimonManager.cs プロジェクト: grupo9web/Neon-Rush
    // Start is called before the first frame update
    void Start()
    {
        tileGen = gameObject.GetComponent <tileGenerator>();

        if (mode.ContainsKey("dirZpositiva"))
        {
            stageMode = mode["dirZpositiva"];
        }

        for (int i = 0; i < 5; i++)
        {
            Spawnerv4();
        }

        isFirst = false;
    }
コード例 #4
0
    // Start is called before the first frame update
    void Start()
    {
        colaTilesActivos = new ConcurrentQueue <GameObject>();
        tileGen          = gameObject.GetComponent <tileGenerator>();

        if (mode.ContainsKey("dirZpositiva"))
        {
            stageMode = mode["dirZpositiva"];
        }

        for (int i = 0; i < 5; i++)
        {
            Spawner();
        }

        semaforoCutre = false;

        isFirst = false;
    }
コード例 #5
0
ファイル: tileGenerator.cs プロジェクト: grupo9web/Neon-Rush
    public IEnumerator tileBuilder(Vector3 origin, tileManagerMode mode, int selector, int count, Queue <int> colorTiles)
    {
        switch (selector)
        {
        case 0:

            parent = (GameObject)Instantiate(neonTiles[colorTiles.Peek()], Ltiles.tileBricks[0] + origin, Quaternion.Euler(mode.getBO())) as GameObject;
            parent.GetComponent <TileScript>().setColoresPadre(colorTiles);
            colorTiles.Dequeue();

            foreach (Vector3 v in Ltiles.attachPoints)
            {
                tileElement = new GameObject();
                tileElement.transform.SetParent(parent.transform);
                tileElement.transform.localRotation = Quaternion.Euler(mode.getBO());
                tileElement.transform.localPosition = v;
                tileElement.name = " attach " + v.x;
            }

            foreach (Vector3 v in Ltiles.tileBricks)
            {
                int rnd = UnityEngine.Random.Range(0, 5);
                if (!v.Equals(Ltiles.tileBricks[0]))
                {
                    tileElement = (GameObject)Instantiate(neonTiles[colorTiles.Dequeue()], Vector3.zero, Quaternion.identity) as GameObject;

                    tileElement.transform.SetParent(parent.transform);
                    tileElement.transform.localRotation = Quaternion.Euler(mode.getBO());
                    tileElement.transform.localPosition = v;

                    tileElement.name = "L " + v.x;
                }
            }

            triggerBox           = parent.AddComponent <BoxCollider>();
            triggerBox.size      = Ltiles.triggerSize;
            triggerBox.center    = Ltiles.triggerCenter;
            triggerBox.isTrigger = true;

            tileElement = new GameObject();
            tileElement.transform.SetParent(parent.transform);
            tileElement.transform.localRotation = Quaternion.Euler(Ltiles.powerUp[2]);
            tileElement.transform.localPosition = Ltiles.powerUp[0];
            tileElement.transform.localScale    = Ltiles.powerUp[1];

            yield return(parent);

            break;

        case 1:

            parent = (GameObject)Instantiate(neonTiles[colorTiles.Peek()], Itiles.tileBricks[0] + origin, Quaternion.Euler(mode.getBO())) as GameObject;
            parent.GetComponent <TileScript>().setColoresPadre(colorTiles);
            colorTiles.Dequeue();

            foreach (Vector3 v in Itiles.attachPoints)
            {
                tileElement = new GameObject();
                tileElement.transform.SetParent(parent.transform);
                tileElement.transform.localRotation = Quaternion.Euler(mode.getBO());
                tileElement.transform.localPosition = v;
                tileElement.name = " attach " + v.x;
            }

            foreach (Vector3 v in Itiles.tileBricks)
            {
                int rnd = UnityEngine.Random.Range(0, 5);
                if (!v.Equals(Itiles.tileBricks[0]))
                {
                    tileElement = (GameObject)Instantiate(neonTiles[colorTiles.Dequeue()], Vector3.zero, Quaternion.identity) as GameObject;

                    tileElement.transform.SetParent(parent.transform);
                    tileElement.transform.localRotation = Quaternion.Euler(mode.getBO());
                    tileElement.transform.localPosition = v;

                    tileElement.name = "I " + v.x;
                }
            }

            triggerBox           = parent.AddComponent <BoxCollider>();
            triggerBox.size      = Itiles.triggerSize;
            triggerBox.center    = Itiles.triggerCenter;
            triggerBox.isTrigger = true;

            tileElement = new GameObject();
            tileElement.transform.SetParent(parent.transform);
            tileElement.transform.localRotation = Quaternion.Euler(Itiles.powerUp[2]);
            tileElement.transform.localPosition = Itiles.powerUp[0];
            tileElement.transform.localScale    = Itiles.powerUp[1];

            yield return(parent);

            break;

        case 2:

            parent = (GameObject)Instantiate(neonTiles[colorTiles.Peek()], Btiles.tileBricks[0] + origin, Quaternion.Euler(mode.getBO())) as GameObject;
            parent.GetComponent <TileScript>().setColoresPadre(colorTiles);
            colorTiles.Dequeue();

            foreach (Vector3 v in Btiles.attachPoints)
            {
                tileElement = new GameObject();
                tileElement.transform.SetParent(parent.transform);
                tileElement.transform.localRotation = Quaternion.Euler(mode.getBO());
                tileElement.transform.localPosition = v;
                tileElement.name = " attach " + v.x;
            }

            foreach (Vector3 v in Btiles.tileBricks)
            {
                int rnd = UnityEngine.Random.Range(0, 5);
                if (!v.Equals(Btiles.tileBricks[0]))
                {
                    tileElement = (GameObject)Instantiate(neonTiles[colorTiles.Dequeue()], Vector3.zero, Quaternion.identity) as GameObject;

                    tileElement.transform.SetParent(parent.transform);
                    tileElement.transform.localRotation = Quaternion.Euler(mode.getBO());
                    tileElement.transform.localPosition = v;

                    tileElement.name = "B " + v.x;
                }
            }

            triggerBox           = parent.AddComponent <BoxCollider>();
            triggerBox.size      = Btiles.triggerSize;
            triggerBox.center    = Btiles.triggerCenter;
            triggerBox.isTrigger = true;

            tileElement = new GameObject();
            tileElement.transform.SetParent(parent.transform);
            tileElement.transform.localRotation = Quaternion.Euler(Btiles.powerUp[2]);
            tileElement.transform.localPosition = Btiles.powerUp[0];
            tileElement.transform.localScale    = Btiles.powerUp[1];

            yield return(parent);

            break;

        case 3:

            parent = (GameObject)Instantiate(neonTiles[colorTiles.Peek()], Stiles.tileBricks[0] + origin, Quaternion.Euler(mode.getBO())) as GameObject;
            parent.GetComponent <TileScript>().setColoresPadre(colorTiles);
            colorTiles.Dequeue();

            foreach (Vector3 v in Stiles.attachPoints)
            {
                tileElement = new GameObject();
                tileElement.transform.SetParent(parent.transform);
                tileElement.transform.localRotation = Quaternion.Euler(mode.getBO());
                tileElement.transform.localPosition = v;
                tileElement.name = " attach " + v.x;
            }

            foreach (Vector3 v in Stiles.tileBricks)
            {
                int rnd = UnityEngine.Random.Range(0, 5);
                if (!v.Equals(Stiles.tileBricks[0]))
                {
                    tileElement = (GameObject)Instantiate(neonTiles[colorTiles.Dequeue()], Vector3.zero, Quaternion.identity) as GameObject;

                    tileElement.transform.SetParent(parent.transform);
                    tileElement.transform.localRotation = Quaternion.Euler(mode.getBO());
                    tileElement.transform.localPosition = v;

                    tileElement.name = "S " + v.x;
                }
            }

            triggerBox           = parent.AddComponent <BoxCollider>();
            triggerBox.size      = Stiles.triggerSize;
            triggerBox.center    = Stiles.triggerCenter;
            triggerBox.isTrigger = true;

            tileElement = new GameObject();
            tileElement.transform.SetParent(parent.transform);
            tileElement.transform.localRotation = Quaternion.Euler(Stiles.powerUp[2]);
            tileElement.transform.localPosition = Stiles.powerUp[0];
            tileElement.transform.localScale    = Stiles.powerUp[1];

            yield return(parent);

            break;

        case 4:

            parent = (GameObject)Instantiate(neonTiles[colorTiles.Peek()], Ttiles.tileBricks[0] + origin, Quaternion.Euler(mode.getBO())) as GameObject;
            parent.GetComponent <TileScript>().setColoresPadre(colorTiles);
            colorTiles.Dequeue();

            foreach (Vector3 v in Ttiles.attachPoints)
            {
                tileElement = new GameObject();
                tileElement.transform.SetParent(parent.transform);
                tileElement.transform.localRotation = Quaternion.Euler(mode.getBO());
                tileElement.transform.localPosition = v;
                tileElement.name = " attach " + v.x;
            }

            foreach (Vector3 v in Ttiles.tileBricks)
            {
                int rnd = UnityEngine.Random.Range(0, 5);
                if (!v.Equals(Ttiles.tileBricks[0]))
                {
                    tileElement = (GameObject)Instantiate(neonTiles[colorTiles.Dequeue()], Vector3.zero, Quaternion.identity) as GameObject;

                    tileElement.transform.SetParent(parent.transform);
                    tileElement.transform.localRotation = Quaternion.Euler(mode.getBO());
                    tileElement.transform.localPosition = v;

                    tileElement.name = "T " + v.x;
                }
            }

            triggerBox           = parent.AddComponent <BoxCollider>();
            triggerBox.size      = Ttiles.triggerSize;
            triggerBox.center    = Ttiles.triggerCenter;
            triggerBox.isTrigger = true;

            tileElement = new GameObject();
            tileElement.transform.SetParent(parent.transform);
            tileElement.transform.localRotation = Quaternion.Euler(Ttiles.powerUp[2]);
            tileElement.transform.localPosition = Ttiles.powerUp[0];
            tileElement.transform.localScale    = Ttiles.powerUp[1];

            // Las T se marcan como bifurcaciones
            parent.GetComponent <TileScript>().setSimonBifurcado(true);
            parent.GetComponent <TileScript>().setSimonBifurcado(true);

            yield return(parent);

            break;

        default:
            yield return(null);

            break;
        }
    }
コード例 #6
0
ファイル: SimonManager.cs プロジェクト: grupo9web/Neon-Rush
 public void updateStageMode(string key)
 {
     stageMode = mode[key];
 }
コード例 #7
0
 public void setCollindantModes(tileManagerMode mode)
 {
     this.collindantModes.Add(mode);
 }