public void __Gen_Delegate_Imp12(object p0, eBubbleType p1, eTileDir p2, ref int p3) { #if THREAD_SAFE || HOTFIX_ENABLE lock (luaEnv.luaEnvLock) { #endif RealStatePtr L = luaEnv.rawL; int errFunc = LuaAPI.pcall_prepare(L, errorFuncRef, luaReference); ObjectTranslator translator = luaEnv.translator; translator.PushAny(L, p0); translator.Push(L, p1); translator.Push(L, p2); LuaAPI.xlua_pushinteger(L, p3); PCall(L, 4, 1, errFunc); p3 = LuaAPI.xlua_tointeger(L, errFunc + 1); LuaAPI.lua_settop(L, errFunc - 1); #if THREAD_SAFE || HOTFIX_ENABLE } #endif }
public void CheckChainBomb(eBubbleType bubbleType, eTileDir dir, ref int chainCount) { if (bubbleType == BubbleType) { chainCount++; MapTile tile = _targetMapTile.GetNearbMapTile(dir); if (tile != null && tile.TargetBubble != null) { tile.TargetBubble.CheckChainBomb(bubbleType, dir, ref chainCount); } _chainBombArry[(int)dir] = chainCount; _chainBombArry[((int)dir + (int)eTileDir.Bottom) % (int)(eTileDir.LeftTop + 1)] = chainCount; } //if (_chainBombArry[(int)eTileDir.LeftBottom] >= GameManager.Instance.MatchBubbleCount || // _chainBombArry[(int)eTileDir.RightBottom] >= GameManager.Instance.MatchBubbleCount || // _chainBombArry[(int)eTileDir.Bottom] >= GameManager.Instance.MatchBubbleCount) if (_chainBombArry[(int)eTileDir.LeftBottom] >= MatchBubbleCount || _chainBombArry[(int)eTileDir.RightBottom] >= MatchBubbleCount || _chainBombArry[(int)eTileDir.Bottom] >= MatchBubbleCount) { transform.localScale = new Vector3(1.2f, 1.2f, 1f); IsBomb = true; } else { transform.localScale = Vector3.one; IsBomb = false; } }
bool SwapBubble(BubbleScript bubble1, BubbleScript bubble2) { eBubbleType tempType = bubble1.BubbleType; bubble1.BubbleType = bubble2.BubbleType; bubble2.BubbleType = tempType; bool isBomb = CalcBubbleBomb(false); tempType = bubble1.BubbleType; bubble1.BubbleType = bubble2.BubbleType; bubble2.BubbleType = tempType; return(isBomb); }
public void __Gen_Delegate_Imp6(object p0, eBubbleType p1) { #if THREAD_SAFE || HOTFIX_ENABLE lock (luaEnv.luaEnvLock) { #endif RealStatePtr L = luaEnv.rawL; int errFunc = LuaAPI.pcall_prepare(L, errorFuncRef, luaReference); ObjectTranslator translator = luaEnv.translator; translator.PushAny(L, p0); translator.Push(L, p1); PCall(L, 2, 0, errFunc); LuaAPI.lua_settop(L, errFunc - 1); #if THREAD_SAFE || HOTFIX_ENABLE } #endif }
public static void Begin(GameObject obj, Vector3 startPos, Vector3 endPos, string text, float speed = 1f, float delay = 0f, eBubbleType type = eBubbleType.Bubble, UISprite background = null) { Bubble bubble = obj.AddComponent <Bubble>(); if (bubble != null) { bubble.StartPosition = startPos; bubble.EndPosition = endPos; bubble.Text = text; bubble.Type = type; bubble.Speed = speed; bubble.Delay = delay; bubble.Run(); if (background != null) { string[] strs = text.Split('\n'); if (strs.Length > 0) { int max = 0; int count = 0; for (int i = 0; i < strs.Length; i++) { count = strs[i].GetStringLength(); if (count > max) { max = count; } } background.height = bubble.Height + bubble.Size; background.width = max * bubble.Size / 2 + bubble.Size; } else { background.height = bubble.Height + bubble.Size; background.width = bubble.Width + bubble.Size; } } } }
public ActionBubbleData(string i_ActionData, eBubbleType i_BubbleType) { ActionData = i_ActionData; BubbleType = i_BubbleType; }
public ActionBubbleData() { ActionData = null; BubbleType = eBubbleType.Empty; }
public void GenerateBubble() { //_bubbleType = (eBubbleType)(UnityEngine.Random.Range((int)eBubbleType.None, GameManager.Instance.BubbleTypeCount))+1; _bubbleType = (eBubbleType)(UnityEngine.Random.Range((int)eBubbleType.None, BubbleTypeCount)) + 1; SetSprite(); }