private IEnumerator StartRound() { // Play Music if (firstRun) { #if UNITY_EDITOR Settings.Volume = 0.1f; #else Settings.Volume = 0.5f; #endif firstRun = false; } Music.PlayTracks(); // Create the pillars DanceManagerBehavior.Reset(); PillarBehavior.ResetInputs(); // Choose a dance pillarChosen = pillars[Random.Range(0, pillars.Count)]; // Create dance input based off correct pillar inputQueue.Clear(); yield return(0); ChangeState(GameStates.TRIBEDANCE); }
public void Reset() { sinkDelay = Random.Range(0.1f, sinkDelayMax); sinkSpeed = 0.2f; transform.parent = pillarParent.transform; // Set some variables var dmb = DanceManagerBehavior.GetInstance(); swapped = (Random.Range(0, 2) > 0); // TODO(bret): Rrecycle old icons/arrows for (int i = 0; i < Icons.Length; ++i) { if (Icons[i] != null) { Destroy(Icons[i].gameObject); } } for (int i = 0; i < Arrows.Length; ++i) { if (Arrows[i] != null) { Destroy(Arrows[i]); } if (ArrowsGlowing[i] != null) { Destroy(ArrowsGlowing[i]); } } // Set up Tribal dance information Tribal.InputString = CreateRandomInputString(); Tribal.Dance = dmb.ChooseRandomDance(); if (Tribal.Dance != null) { // TODO(bret): Add chance for broken tile based on GameLoopBehavior.level PlaceIcon(Tribal.Dance.Icon, swapped); } PlaceArrows(Tribal.InputString, swapped, 0); // Set up Explorer dance information Explorer.InputString = CreateRandomInputString(); Explorer.Dance = dmb.ChooseRandomDance(); if (Explorer.Dance != null) { // TODO(bret): Add chance for broken tile based on GameLoopBehavior.level PlaceIcon(Explorer.Dance.Icon, !swapped); } PlaceArrows(Explorer.InputString, !swapped, 4); }