public void GameBlankStart() { Debug.Log("GameBlank"); //--------------------------------------------- // Setting State //--------------------------------------------- gameState.StateGameLevel("blank"); gameState.StateBlankGamePanel(); //--------------------------------------------- // Init variable //--------------------------------------------- gameTexture.SetTurnTexture(); levelPass.LevelPassButtonStart(); correctPos = 0; blankPos.Clear(); //g.col = gameComponent.gameTextureUISprite.color; //gameComponent.gameTextureUISprite.color = new Color(g.col.r,g.col.g,g.col.b,0.4f); gameComponent.gameIconUISprite.spriteName = "blankgameicons"; //gameComponent.gameIconUISprite.MakePixelPerfect(); gameComponent.wordCntUILabel.text = g.texName.Length.ToString(); Color frameCol = g.GetRandomColor(); gameComponent.gameTextureUISprite.color = frameCol; gameComponent.pictureFrameUISprite.color = frameCol; //--------------------------------------------- // Setting BlankWord in clickWordUILabel //--------------------------------------------- SetBlankWord(); //--------------------------------------------- // LimitTime //--------------------------------------------- g.limitTime = g.limitBaseTime * g.texName.Length; gameComponent.limitUILabel.text = g.limitTime.ToString(); gameComponent.limitLineUILabel.text = g.limitTime.ToString(); StartCoroutine(gameControl.LimitTime()); //--------------------------------------------- // Instantiate Tile //--------------------------------------------- gameBasic.InitTile(5, 5, LetterPrefab); //--------------------------------------------- // Setting Letter //--------------------------------------------- gameBasic.SetLetter(); }
public void GameMoleStart() { Debug.Log("GameMoleStart"); //--------------------------------------------- // Setting State //--------------------------------------------- gameState.StateGameLevel("mole"); gameState.StateMoleGamePanel(); //--------------------------------------------- // Init variable //--------------------------------------------- gameTexture.SetTurnTexture(); levelPass.LevelPassButtonStart(); aniCnt = 0; g.correctLetterIdx = 0; //gameComponent.clickWordUILabel.text = g.texShowName; gameComponent.clickWordUILabel.text = ""; //gameComponent.clickWordUILabel.text += "[ff0000]"+gameComponent.letterUILabel.text+"[-]"; g.col = gameComponent.gameTextureUISprite.color; //gameComponent.gameUITexture.color = new Color(g.col.r,g.col.g,g.col.b,0.4f); Color frameCol = g.GetRandomColor(); gameComponent.gameTextureUISprite.color = frameCol; gameComponent.pictureFrameUISprite.color = frameCol; gameComponent.gameIconUISprite.spriteName = "molegameicons"; //gameComponent.gameIconUISprite.MakePixelPerfect(); //--------------------------------------------- // LimitTime //--------------------------------------------- g.limitTime = g.limitBaseTime * g.texShowName.Length; gameComponent.limitUILabel.text = g.limitTime.ToString(); gameComponent.limitLineUILabel.text = g.limitTime.ToString(); gameControl.LimitTimeStart(); //--------------------------------------------- // Instantiate Tile //--------------------------------------------- gameBasic.InitTile(2, 2, LetterPrefab); //--------------------------------------------- // Setting Letter //--------------------------------------------- StartCoroutine(RoutionAni()); }
public void GameShootingStart() { Debug.Log("GameShooting"); //--------------------------------------------- // Setting State //--------------------------------------------- gameState.StateGameLevel("shooting"); gameState.StateShootingGamePanel(); g.isGameTexture = false; g.isGameTurning = true; //gameComponent.gameTextureBoxCollider.enabled = false; //--------------------------------------------- // Init variable //--------------------------------------------- gameTexture.SetTurnTexture(); g.col = gameComponent.gameTextureUISprite.color; Color frameCol = g.GetRandomColor(); gameComponent.gameTextureUISprite.color = frameCol; gameComponent.pictureFrameUISprite.color = frameCol; gameComponent.gameIconUISprite.spriteName = "shootinggameicons"; //gameComponent.gameIconUISprite.MakePixelPerfect(); gameComponent.clickWordUILabel.text = g.texName; g.correctLetterIdx = 0; g.tileWidthCnt = tileWidthCnt; g.tileHeightCnt = tileHeightCnt; g.arrowShootCnt = 0; //--------------------------------------------- // LimitTime //--------------------------------------------- g.limitTime = g.limitBaseTime * g.texName.Length; gameComponent.limitUILabel.text = g.limitTime.ToString(); gameComponent.limitLineUILabel.text = g.limitTime.ToString(); StartCoroutine(gameControl.LimitTime()); SetArrowGun(); g.letterColorR = Random.Range(0.0f, 1.0f); g.letterColorG = Random.Range(0.0f, 1.0f); g.letterColorB = Random.Range(0.0f, 1.0f); //--------------------------------------------- // Setting Letter //--------------------------------------------- for (int i = 0; i < 3; i++) { StartCoroutine(RandomLetter(g.tileWidthCnt, g.tileHeightCnt, i, false)); } levelPass.LevelPassButtonStart(); }
public void GameRainStart() { Debug.Log("GameRainStart"); //--------------------------------------------- // Set State //--------------------------------------------- gameState.StateGameLevel("rain"); gameState.StateRainGamePanel(); //--------------------------------------------- // Initiate Variable //--------------------------------------------- gameTexture.SetTurnTexture(); levelPass.LevelPassButtonStart(); Color frameCol = g.GetRandomColor(); gameComponent.gameTextureUISprite.color = frameCol; gameComponent.pictureFrameUISprite.color = frameCol; gameComponent.gameIconUISprite.spriteName = "flowergameicons"; //gameComponent.gameIconUISprite.MakePixelPerfect(); gameComponent.clickWordUILabel.text = g.texName; g.tileWidthCnt = 5; g.tileHeightCnt = 5; g.TileRatio(); g.correctLetterIdx = 0; flowerPosY = FlowerPosY(); for (int i = 0; i < isAni.Length; i++) { isAni[i] = false; } //--------------------------------------------- // Execute LimitTime //--------------------------------------------- g.limitTime = g.limitBaseTime * g.texName.Length; gameComponent.limitUILabel.text = g.limitTime.ToString(); gameComponent.limitLineUILabel.text = g.limitTime.ToString(); StartCoroutine(gameControl.LimitTime()); //--------------------------------------------- // Daemon Cloud //--------------------------------------------- StartCoroutine(InitCloud()); //--------------------------------------------- // Set FlowerPreFab //--------------------------------------------- for (int x = 0; x < g.tileWidthCnt; x++) { SetFlowerPreFab(x); } //--------------------------------------------- // Execute RandomLetter //--------------------------------------------- for (int x = 0; x < g.tileWidthCnt; x++) { StartCoroutine(RandomLetter(x)); } }