예제 #1
0
    IEnumerator ShowIndications(string type, string position)
    {
        GameObject window = Instantiate(popupWindow, canvas.transform);

        float x = 150f + Random.Range(0f, Screen.width - 300f);
        float y = 75f + Random.Range(0f, Screen.height - 150f);

        window.transform.position = new Vector3(x, y, 0f);

        string p = "";

        switch (position)
        {
        case "ColliderAileGauche":
            shipMapScript.LeftWing(1);
            p = "left wing";
            break;

        case "ColliderAileDroite":
            shipMapScript.RightWing(1);
            p = "right wing";
            break;

        case "ColliderAvant":
            shipMapScript.Front(1);
            p = "front";
            break;

        case "ColliderCentre":
            shipMapScript.Center(1);
            p = "center";
            break;

        case "ColliderArriere":
            shipMapScript.Back(1);
            p = "back";
            break;
        }

        window.GetComponentInChildren <Text>().text = type + " in the " + p + " !";

        // Wait for 5 seconds
        yield return(new WaitForSeconds(5));

        Destroy(window);
    }
예제 #2
0
파일: Repair.cs 프로젝트: Mastoast/LDJam46
    private void AfterAction()
    {
        // Action
        Destroy(_attachedGameobject);
        _attachedGameobject = null;

        switch (position)
        {
        case "AileGauche":
            ally.RepairedPart(shipmap.GetLeftWing());
            shipmap.LeftWing(-1);
            break;

        case "AileDroite":
            ally.RepairedPart(shipmap.GetRightWing());
            shipmap.RightWing(-1);
            break;

        case "Avant":
            ally.RepairedPart(shipmap.GetFront());
            shipmap.Front(-1);
            break;

        case "Centre":
            ally.RepairedPart(shipmap.GetCenter());
            shipmap.Center(-1);
            break;

        case "Arriere":
            ally.RepairedPart(shipmap.GetBack());
            shipmap.Back(-1);
            break;
        }

        // Enable movement
        _droneBusy             = false;
        playerMovement.canMove = true;
        mouse.canMove          = true;
        selectTool.canMove     = true;

        textAction.text = "";
    }