private void CreateField() { int chooseSprite; List <int> spriteTaken = new List <int>(); Sprite s; //erstellt für jede Grafik 2 Karten for (int i = 0; i < (rows * columns) / 2; i++) { chooseSprite = Random.Range(0, Kartenmotive.Length); while (spriteTaken.Contains(chooseSprite)) { chooseSprite = Random.Range(0, Kartenmotive.Length); } s = Kartenmotive[chooseSprite]; spriteTaken.Add(chooseSprite); for (int j = 0; j < 2; j++) { Minigame_Memory_Karte k = GameObject.Instantiate(prefabKarte).GetComponent <Minigame_Memory_Karte>(); k.Create(s, Kartenhintergrund, this); Karten.Add(k); k.gameObject.transform.parent = transform; k.gameObject.transform.localPosition = new Vector3(0, 10, 0); } } ShuffleField(); }
public void ChoseCard(Minigame_Memory_Karte k) { if (cardOne == null) { cardOne = k; return; } else { if (cardOne.Front != k.Front) { cardOne.Flip(); k.Flip(); lives -= 1; if (lives == 0) { Lose(); } } else { if (!showingCards) { Score = Score + 5; } CheckField(); } } cardOne = null; }
public void ChoseCard(Minigame_Memory_Karte k) { if (cardOne == null) { cardOne = k; return; } else { if (cardOne.Front != k.Front) { cardOne.Flip(); k.Flip(); lives -= 1; if (lives == 0) Lose(); } else { if (!showingCards) Score=Score+5; CheckField(); } } cardOne = null; }
void Start() { if (timeFactor > 0.75f) { rows = 2; columns = 3; } if (timeFactor <= 0.75f) { rows = 2; // 3 columns = 4; // 3 } if (timeFactor <= 0.5f) { rows = 3; columns = 4; } if (timeFactor <= 0.25f) { rows = 4; columns = 4; } Karten = new List<Minigame_Memory_Karte>(); CreateField(); cardOne = null; Score = 0; style = GameObject.FindGameObjectWithTag("GameController").GetComponent<MainGame>().Style; lives = 3; translate = new Vector2(0,0); showingCards = true; StartCoroutine(ShowAll()); }