예제 #1
0
    public void collectCollectible(Enums.CollectibleType collectibleType, int piece)
    {
        switch (collectibleType)
        {
        case Enums.CollectibleType.COIN:
            playerProgress.coinCollectibleAmount[piece] = true;
            break;

        case Enums.CollectibleType.STARBIT:
            playerProgress.starBitCollectibleAmount[piece] = true;
            break;

        case Enums.CollectibleType.STARCHIP:
            playerProgress.starChipCollectibleAmount[piece] = true;
            break;

        case Enums.CollectibleType.MUSHROOM:
            playerProgress.mushroomCollectibleAmount[piece] = true;
            break;

        case Enums.CollectibleType.STAR:
            playerProgress.starCollectibleAmount[piece] = true;
            break;

        case Enums.CollectibleType.YOSHI:
            playerProgress.yoshiCollectibleAmount[piece] = true;
            break;

        default:
            throw new System.Exception("This should never happen!");
        }

        saveGameData();
    }
예제 #2
0
 public void showPopUp(int pieceNumber, Enums.CollectibleType collectibleType)
 {
     infoText.text = getCollectibleText(collectibleType);
     instantiateModel(collectibleType, pieceNumber);
     canvas.SetActive(true);
     showing = true;
 }
예제 #3
0
    private void instantiateModel(Enums.CollectibleType collectibleType, int pieceNumber)
    {
        string path     = "prefabs/scenario/objects/collectibles/";
        bool   isPieced = false;

        switch (collectibleType)
        {
        case Enums.CollectibleType.COIN:
            path += "Coin";
            break;

        case Enums.CollectibleType.STARBIT:
            path += "Star Bit";
            break;

        case Enums.CollectibleType.STARCHIP:
            path += "Star Chip";
            break;

        case Enums.CollectibleType.MUSHROOM:
            path    += "piecemade/Pieced Collectible";
            isPieced = true;
            break;

        case Enums.CollectibleType.STAR:
            path    += "piecemade/Pieced Collectible";
            isPieced = true;
            break;

        case Enums.CollectibleType.YOSHI:
            path    += "piecemade/Pieced Collectible";
            isPieced = true;
            break;

        default:
            throw new System.Exception("This should never happen");
        }

        GameObject prefab = Resources.Load(path) as GameObject;

        instantiatedObject = Instantiate(prefab, modelSlot.transform);

        if (isPieced)
        {
            instantiatedObject.GetComponent <PiecedCollectible>().setCollectibleType(collectibleType);
        }
    }
예제 #4
0
    private string getCollectibleText(Enums.CollectibleType collectibleType)
    {
        string text;

        switch (collectibleType)
        {
        case Enums.CollectibleType.COIN:
            text = "COIN collected!";
            break;

        case Enums.CollectibleType.STARBIT:
            text = "STAR BIT collected!";
            break;

        case Enums.CollectibleType.STARCHIP:
            text = "STAR CHIP collected!";
            break;

        case Enums.CollectibleType.MUSHROOM:
            text = "MUSHROOM \n fragment collected!";
            break;

        case Enums.CollectibleType.STAR:
            text = "STAR \n fragment collected!";
            break;

        case Enums.CollectibleType.YOSHI:
            text = "YOSHI \n fragment collected!";
            break;

        default:
            throw new System.Exception("This should never happen!");
        }

        return(text);
    }
예제 #5
0
 public void setCollectibleType(Enums.CollectibleType collectibleType)
 {
     this.collectibleType = collectibleType;
     instantiatePrefab();
     selectFragments();
 }
 public CollectibleCollectedAction(Enums.CollectibleType collectibleType, int pieceNumber, AudioClip audio)
 {
     this.collectibleType = collectibleType;
     this.pieceNumber     = pieceNumber;
     this.audio           = audio;
 }