public void CalculcateScore(BrickTypes brickTypes) { if (brickTypes == BrickTypes.GREEN) { AddScore(100); } if (brickTypes == BrickTypes.YELLOW) { AddScore(250); } if (brickTypes == BrickTypes.ORANGE) { AddScore(500); } if (brickTypes == BrickTypes.RED) { AddScore(500); } if (brickTypes == BrickTypes.PURPLE) { AddScore(1000); } if (brickTypes == BrickTypes.BLUE) { AddScore(1500); } }
void SetRandomBrick() { int weightCounter = 0; int r = spawner.RandomInt(totalWeight); if (activeBrickTypes.Count == 0) { Debug.LogError("activeBrickTypes.Count = " + activeBrickTypes.Count); } foreach (var b in activeBrickTypes) { Ability a = Store.abilities[Store.bricks[b].brickAbility]; weightCounter += a.probabilityWeight[a.level]; if (r < weightCounter) { brickType = b; brick = Store.bricks[brickType]; if (brick == null) { Debug.LogError("brick is null brickType is " + brickType); } PScolor.color = brick.gradient; sr.color = brick.color; sr.sprite = brick.sprite; break; } } if (brick == null) { Debug.LogError("BrickBoss::SetRandombrick brick is null. brickType is " + brickType + " and Store.bricks[brickType]=" + Store.bricks[brickType]); } }
public static Color ChooseColor(GameObject temp, BrickTypes brickTypes) { if (brickTypes == BrickTypes.GREEN) { return(temp.GetComponent <SpriteRenderer>().color = Color.green); } if (brickTypes == BrickTypes.YELLOW) { return(temp.GetComponent <SpriteRenderer>().color = Color.yellow); } if (brickTypes == BrickTypes.ORANGE) { return(temp.GetComponent <SpriteRenderer>().color = new Color(252f, 150f, 17f)); } if (brickTypes == BrickTypes.RED) { return(temp.GetComponent <SpriteRenderer>().color = Color.red); } if (brickTypes == BrickTypes.PURPLE) { return(temp.GetComponent <SpriteRenderer>().color = Color.magenta); } if (brickTypes == BrickTypes.BLUE) { return(temp.GetComponent <SpriteRenderer>().color = Color.blue); } return(temp.GetComponent <SpriteRenderer>().color = Color.white); }
public static List <Brick> GetLevelBrickMap(Arkanoid game, PlayArena playArena, Level map) { var by = map.BricksHigh; var bx = map.BricksWide; var bricks = new BrickTypes[by][]; var chances = new int[by][]; var powers = new CapsuleTypes[by][]; for (var y = 0; y < by; y++) { bricks[y] = new BrickTypes[bx]; chances[y] = new int[bx]; powers[y] = new CapsuleTypes[bx]; for (var x = 0; x < bx; x++) { BrickTypes bt; if (!Enum.TryParse(Enum.GetNames(typeof(BrickTypes))[map.GetBrickValue(y, x)], out bt)) { bt = BrickTypes.Empty; } bricks[y][x] = bt; CapsuleTypes p; if (!Enum.TryParse(Enum.GetNames(typeof(CapsuleTypes))[map.GetPowerValue(y, x)], out p)) { p = CapsuleTypes.Slow; //todo make random } bricks[y][x] = bt; chances[y][x] = map.GetChanceValue(y, x); powers[y][x] = p; } } var bm = new List <Brick>(); for (var y = 0; y < bricks.Length; y++) { for (var x = 0; x < bricks[y].Length; x++) { var b = bricks[y][x]; if (b != BrickTypes.Empty) { bm.Add(Types.GetBrick(b, game, playArena, GetBrickLocation(game, x, y), chances[y][x], powers[y][x])); } } } return(bm); }
public void UpdateObject() { theBrickType = myScript.BrickType; switch (theBrickType) { case BrickTypes.Normal: myScript.GetComponent <SpriteRenderer>().sprite = myScript.NormalBrick; break; case BrickTypes.Hard: myScript.GetComponent <SpriteRenderer>().sprite = myScript.HardBrick; break; case BrickTypes.Indestructible: myScript.GetComponent <SpriteRenderer>().sprite = myScript.IndesBrick; break; default: break; } }
int GetRewardForBrick(BrickTypes brickType) { int reward = 0; switch (brickType) { case BrickTypes.Easy: reward = 10; break; case BrickTypes.Medium: reward = 25; break; case BrickTypes.Hard: reward = 50; break; default: break; } return(reward); }
public void Collided(BrickTypes bt, int scoreToAdd, int earnings, Vector3 loc) { moneyManager.Pay(earnings, loc); scoreKeeper.IncrementScoreBy(scoreToAdd); GameObject g = ObjectPooler.SharedInstance.GetPooledObject("BrickDeath"); if (g == null) { Debug.LogError("CollisionTracker::Collided g is null"); } else { g.SetActive(true); g.transform.position = loc; g.GetComponent <BrickDeath> ().PlayDeath(bt); } Ability a = abilityForBrick [(int)bt]; int t = (int)a.type; if (endPoints[t].Count == 0) { a.TriggerAbility(); time[t] = 0f; expectedDuration [t] = 0f; endPoints [t] = new Queue <float> (); if (usesIcon[t]) { displayer.DisplayAbility(a.type, a.sprite); } } expectedDuration [t] += a.duration [a.level]; endPoints[t].Enqueue(time[t] + a.duration [a.level]); }
public SimpleBrick(BrickController brickController) { this._brickController = brickController; this._brickType = brickController.brickType; switch (_brickType) { case BrickTypes.Easy: Hp = 1; break; case BrickTypes.Medium: Hp = 2; break; case BrickTypes.Hard: Hp = 3; break; default: break; } onBrickDestroy += GameMaster.instance.BricksDecrement; }
public static Brick GetBrick(BrickTypes type, Arkanoid game, PlayArena playArena, Vector2 location, int chance, CapsuleTypes capsuleType) { switch (type) { case BrickTypes.White: { return(new Brick(game, playArena, Sprites.BrkWhite, Sprites.BrkFlash, location, Scoring.White, 1, chance, capsuleType)); } case BrickTypes.Yellow: { return(new Brick(game, playArena, Sprites.BrkYellow, Sprites.BrkFlash, location, Scoring.Yellow, 1, chance, capsuleType)); } case BrickTypes.Pink: { return(new Brick(game, playArena, Sprites.BrkPink, Sprites.BrkFlash, location, Scoring.Pink, 1, chance, capsuleType)); } case BrickTypes.Blue: { return(new Brick(game, playArena, Sprites.BrkBlue, Sprites.BrkFlash, location, Scoring.Blue, 1, chance, capsuleType)); } case BrickTypes.Red: { return(new Brick(game, playArena, Sprites.BrkRed, Sprites.BrkFlash, location, Scoring.Red, 1, chance, capsuleType)); } case BrickTypes.Green: { return(new Brick(game, playArena, Sprites.BrkGreen, Sprites.BrkFlash, location, Scoring.Green, 1, chance, capsuleType)); } case BrickTypes.SkyBlue: { return(new Brick(game, playArena, Sprites.BrkSkyBlue, Sprites.BrkFlash, location, Scoring.SkyBlue, 1, chance, capsuleType)); } case BrickTypes.Orange: { return(new Brick(game, playArena, Sprites.BrkOrange, Sprites.BrkFlash, location, Scoring.Orange, 1, chance, capsuleType)); } case BrickTypes.Silver: { return(new Brick(game, playArena, Sprites.BrkSilver, Sprites.BrkFlash, location, Scoring.Silver, 2, chance, capsuleType)); } case BrickTypes.Gold: { return(new Brick(game, playArena, Sprites.BrkGold, Sprites.BrkFlash, location, 0, -1, chance, capsuleType)); } case BrickTypes.Regen: { return(new Brick(game, playArena, Sprites.BrkRegen, Sprites.BrkFlash, location, Scoring.Silver, -2, chance, capsuleType)); } case BrickTypes.Teleport: { return(new Brick(game, playArena, Sprites.BrkTeleport, Sprites.BrkFlash, location, 0, -3, chance, capsuleType)); } case BrickTypes.SilverSwap: { return(new Brick(game, playArena, Sprites.BrkSilverSwap, Sprites.BrkFlash, location, Scoring.Silver, -4, chance, capsuleType)); } case BrickTypes.GoldSwap: { return(new Brick(game, playArena, Sprites.BrkGoldSwap, Sprites.BrkFlash, location, 0, -5, chance, capsuleType)); } case BrickTypes.BlueSwap: { return(new Brick(game, playArena, Sprites.BrkBlueSwap, Sprites.BrkFlash, location, Scoring.Blue, -6, chance, capsuleType)); } case BrickTypes.Black: { return(new Brick(game, playArena, Sprites.BrkBlack, Sprites.BrkFlash, location, Scoring.Black, 4, chance, capsuleType)); } case BrickTypes.DarkRed: { return(new Brick(game, playArena, Sprites.BrkDarkRed, Sprites.BrkFlash, location, Scoring.DarkRed, 1, chance, capsuleType)); } case BrickTypes.DarkBlue: { return(new Brick(game, playArena, Sprites.BrkDarkBlue, Sprites.BrkFlash, location, Scoring.DarkBlue, 1, chance, capsuleType)); } case BrickTypes.BlackRegen: { return(new Brick(game, playArena, Sprites.BrkBlackRegen, Sprites.BrkFlash, location, Scoring.Black, -7, chance, capsuleType)); } case BrickTypes.Transmit: { return(new Brick(game, playArena, Sprites.BrkTransmit, Sprites.BrkFlash, location, Scoring.Transmit, -8, chance, capsuleType)); } case BrickTypes.HorizonalMove: { return(new Brick(game, playArena, Sprites.BrkGold, Sprites.BrkFlash, location, 0, -9, chance, capsuleType)); } default: { return(new Brick(game, playArena, Sprites.BrkWhite, Sprites.BrkFlash, location, 0, -1, chance, capsuleType)); } } }
public bool IsUnlocked(BrickTypes bt) { return(data.unlockedBricks.Contains(bt)); }
public void SetBrick(UnityEngine.GameObject go, BrickTypes _brickTypes) { this.brickTypes = _brickTypes; UtilityThings.ChooseColor(go, _brickTypes); }
public static Sprite GetBrickTexture(BrickTypes type) { switch (type) { case BrickTypes.White: { return(Sprites.BrkWhite); } case BrickTypes.Yellow: { return(Sprites.BrkYellow); } case BrickTypes.Pink: { return(Sprites.BrkPink); } case BrickTypes.Blue: { return(Sprites.BrkBlue); } case BrickTypes.Red: { return(Sprites.BrkRed); } case BrickTypes.Green: { return(Sprites.BrkGreen); } case BrickTypes.SkyBlue: { return(Sprites.BrkSkyBlue); } case BrickTypes.Orange: { return(Sprites.BrkOrange); } case BrickTypes.Silver: { return(Sprites.BrkSilver); } case BrickTypes.Gold: { return(Sprites.BrkGold); } case BrickTypes.DarkRed: { return(Sprites.BrkDarkRed); } case BrickTypes.DarkBlue: { return(Sprites.BrkDarkBlue); } case BrickTypes.Regen: { return(Sprites.BrkRegen); } case BrickTypes.Teleport: { return(Sprites.BrkTeleport); } case BrickTypes.SilverSwap: { return(Sprites.BrkSilverSwap); } case BrickTypes.GoldSwap: { return(Sprites.BrkGoldSwap); } case BrickTypes.BlueSwap: { return(Sprites.BrkBlueSwap); } case BrickTypes.Black: { return(Sprites.BrkBlack); } case BrickTypes.BlackRegen: { return(Sprites.BrkBlackRegen); } case BrickTypes.Transmit: { return(Sprites.BrkTransmit); } default: { return(Sprites.BrkEmpty); } } }
public bool IsBrickType(BrickTypes bt) { return(bt == brickType); }
public void PlayDeath(BrickTypes bt) { standardDeath.Play(); Audio.Instance.PlayBrickDeath(); }