// Update is called once per frame void Update() { //--------- //Over here an example of the preferred use of the UI feedback: //When a shape is correct if (Input.GetKeyDown(KeyCode.U)) { } //When a shape is Wrong if (Input.GetKeyDown(KeyCode.I)) { } //When a shape is shifting if (Input.GetKeyDown(KeyCode.O)) { //Maybe add bonus points when a shape is complete? } //--------- //Play selection sound on keydown if (!_isBlocked) { //if (Input.anyKeyDown) //{ // SoundManager.PlaySound("Selection"); //} //Add number to inputted array if it isn't full yet if (ArrayInputed.Count <= NumbersToGuess) { if (Input.GetKeyDown(KeyCode.Q)) { ArrayInputed.Add(0); Check(KeyCode.Q); } if (Input.GetKeyDown(KeyCode.W)) { ArrayInputed.Add(1); Check(KeyCode.W); } if (Input.GetKeyDown(KeyCode.E)) { ArrayInputed.Add(2); Check(KeyCode.E); } if (Input.GetKeyDown(KeyCode.R)) { ArrayInputed.Add(3); Check(KeyCode.R); } if (Input.GetKeyDown(KeyCode.T)) { ArrayInputed.Add(4); Check(KeyCode.T); } if (Input.GetKeyDown(KeyCode.Y)) { ArrayInputed.Add(5); Check(KeyCode.Y); } } //Remove from inputted array on keyup if (Input.GetKeyUp(KeyCode.Q)) { ArrayInputed.Remove(0); Check(KeyCode.Q); } if (Input.GetKeyUp(KeyCode.W)) { ArrayInputed.Remove(1); Check(KeyCode.W); } if (Input.GetKeyUp(KeyCode.E)) { ArrayInputed.Remove(2); Check(KeyCode.E); } if (Input.GetKeyUp(KeyCode.R)) { ArrayInputed.Remove(3); Check(KeyCode.R); } if (Input.GetKeyUp(KeyCode.T)) { ArrayInputed.Remove(4); Check(KeyCode.T); } if (Input.GetKeyUp(KeyCode.Y)) { ArrayInputed.Remove(5); Check(KeyCode.Y); } } if (PreviewPie) { //Activate previewpie UI and start charging on buttonpress for (int i = 0; i < MaxElements; i++) { if (ArrayInputed.Contains(i)) { PreviewPie.ActivatePiece(i); } else { PreviewPie.DeactivatePiece(i); } } } /*if (ArrayInputed.Count == 0) * { * PreviewPie.TurnOffAll(); * }*/ //Check for solution //Update UI Score }
public void GenerateSequenece() { Debug.Log(_currentPart + " currpart"); List <int> generated = new List <int>(); foreach (var face in _sequence[_currentPart]) { int high = High[Stage]; if (_sequence.Count > 1) { high = MaxCombo[Stage]; } for (int i = 0; i < Random.Range(Low[Stage], high); i++) { int rnd = Random.Range(0, MaxElements); while (generated.Contains(rnd)) { rnd = Random.Range(0, MaxElements); } generated.Add(rnd); DebugPie.ActivatePiece(rnd); ArrayToGuess.Add(rnd); face.ActivatePiece(rnd); Debug.Log(rnd); } } string outer = ""; foreach (var num in ArrayToGuess) { outer += num.ToString(); } Debug.Log(outer + " SEQUENCE"); //Debug.Log("generAting"); //for (int i = 0; i < NumbersToGuess; i++) //{ // int rnd = Random.Range(0, MaxElements); // while (ArrayToGuess.Contains(rnd)) // { // rnd = Random.Range(0, MaxElements); // } // ArrayToGuess.Add(rnd); //} //if (ModeSubstract) //{ // foreach (var item in ArrayToGuess) // { // print(item); // DebugPie.ActivatePiece(item); // } // int rnd = Random.Range(2, MaxElements); // List<int> temp = new List<int>(); // for (int i = 0; i < rnd; i++) // { // if (ArrayToGuess.Count > i) // { // temp.Add(ArrayToGuess[i]); // ActivatePlayerFaces(ObjectPlayerOne, ArrayToGuess[i]); // } // else // { // int r = Random.Range(0, MaxElements); // temp.Add(r); // ActivatePlayerFaces(ObjectPlayerOne, r); // } // } // var firstNotSecond = ArrayToGuess.Except(temp).ToList(); // var secondNotFirst = temp.Except(ArrayToGuess).ToList(); // foreach (var num in secondNotFirst) // { // ActivatePlayerFaces(ObjectPlayerTwo, num); // } // string first = ""; // string second = ""; // foreach (var num in firstNotSecond) // { // first += num.ToString(); // } // foreach (var num in secondNotFirst) // { // second += num.ToString(); // } // Debug.Log("first: " + first + "\nsecond: " + second); //} //else //{ // foreach (var item in ArrayToGuess) // { // print(item); // DebugPie.ActivatePiece(item); // if (EachPlayerGetsPiece) // { // if (ObjectPlayerOne.IsActive == ObjectPlayerTwo.IsActive) // { // if (Random.Range(0, 2) == 0) // { // ActivatePlayerFaces(ObjectPlayerOne, item); // } // else // { // ActivatePlayerFaces(ObjectPlayerTwo, item); // } // } // else if (!ObjectPlayerOne.IsActive) // { // ActivatePlayerFaces(ObjectPlayerOne, item); // } // else if (!ObjectPlayerTwo.IsActive) // { // ActivatePlayerFaces(ObjectPlayerTwo, item); // } // } // else // { // if (Random.Range(0, 2) == 0) // { // ActivatePlayerFaces(ObjectPlayerOne, item); // } // else // { // ActivatePlayerFaces(ObjectPlayerTwo, item); // } // } // } //} }
public void ActivateFace(PuzzleFace face, int piece) { face.ActivatePiece(piece); }