private void PatternFail() { HideGammeplayImages(); actualState = InputGameplayState.MSG; imgMSG.sprite = FailSprite; imgMSG.color = new Color(200, 0, 0); imgMSG.gameObject.SetActive(true); StartCoroutine(EndMSG()); }
private void PatternOK() { HideGammeplayImages(); actualState = InputGameplayState.MSG; imgMSG.sprite = OkSprite; imgMSG.color = new Color(0, 200, 0); imgMSG.gameObject.SetActive(true); //timeToComplete = TimeMinToComplete + patternActual; StartCoroutine(EndMSG()); }
IEnumerator EndMSG() { yield return(new WaitForSeconds(1f)); imgInput.gameObject.SetActive(false); imgMSG.gameObject.SetActive(false); GeneratePattern(); inputs = new List <directions>(); timeToCompleteCounter = 0; actualState = InputGameplayState.GAME; yield return(null); }
public void StartGame() { HideGammeplayImages(); pattern = new List <directions>(); inputs = new List <directions>(); imgMSG.gameObject.SetActive(false); imgInput.gameObject.SetActive(false); timeToComplete = TimeMinToComplete; patternActual = 0; timeToCompleteCounter = 0; GeneratePattern(); actualState = InputGameplayState.GAME; }
public void InputArrow(directions dir) { if (actualState != InputGameplayState.GAME) { return; } imgInput.sprite = GetIcon(dir); imgInput.gameObject.SetActive(true); inputs.Add(dir); if (dir != pattern[inputs.Count - 1]) { patternActual = 0; SFXManager.SharedInstance.PlaySFX(SFXType.SoundType.ERROR); PatternFail(); return; } if (inputs.Count == pattern.Count) { patternActual++; SFXManager.SharedInstance.PlaySFX(SFXType.SoundType.CORRECT); if (patternActual >= CantPatterns.Count) { actualState = InputGameplayState.END; HideGammeplayImages(); imgMSG.sprite = QuestionSprite; imgMSG.color = new Color(0, 155, 255); imgMSG.gameObject.SetActive(true); triviaGameplayManager.StartGame(); } else { PatternOK(); } } }