Exemplo n.º 1
0
 // Update is called once per frame
 void Update()
 {
     if (!victorious)
     {
         if (victory())
         {
             if (dataCollector != null)
             {
                 dataCollector.setOutcome("victory");
             }
             else
             {
                 Debug.Log("Warning: DataCollector not found in scene (Ignore if running this scene in isolation).");
             }
             victories++;
             dataCollector.AddKey(); // add one to the counts of total key fragments obtained
             Debug.Log("added a Key!!!!!!!!!!!!!");
             //resultStr +="OUTCOME,VICTORY,";
             displayOptions();
             //Cheryl
             // yes.onClick.AddListener(newGame);
             no.onClick.AddListener(saveAndQuit);
             vicJingle_tile.Play(); // play victory music
             // if(yes.onClick){
             //  newGame();
             // }
             // else if{
             //
             // }
         }
         else if (!controlsDisabled && Input.GetKeyDown(KeyCode.DownArrow))
         {
             turnDown();
             tryMove();
         }
         else if (!controlsDisabled && Input.GetKeyDown(KeyCode.UpArrow))
         {
             turnUp();
             tryMove();
         }
         else if (!controlsDisabled && Input.GetKeyDown(KeyCode.RightArrow))
         {
             turnRight();
             tryMove();
         }
         else if (!controlsDisabled && Input.GetKeyDown(KeyCode.LeftArrow))
         {
             turnLeft();
             tryMove();
         }
     }
 }
    /*
     * private void countLeftRightSymmetry(string newLoc) {
     *      if(left_squares_list.Contains (newLoc)) {
     *              left_squares_player++;
     *      } else if (right_squares_list.Contains (newLoc)) {
     *              right_squares_player++;
     *      }
     * }
     *
     * private void countTopBottomSymmetry(string newLoc) {
     *      if(bottom_squares_list.Contains (newLoc)) {
     *              bottom_squares_player++;
     *      } else if (top_squares_list.Contains (newLoc)) {
     *              top_squares_player++;
     *      }
     * }
     *
     * private void countIceSymmetry() {
     *      foreach(iceBlock i in ices) {
     *              int[,] iceSquaresExplored = i.getSquaresExplored();
     *              for(int row = 0; row < NUM_ROWS; row++) {
     *                      for(int col = 0; col < NUM_COLS; col++) {
     *                              string squareVisited = "" + (row + 1) + "" + (col + 1);
     *                              if(left_squares_list.Contains(squareVisited)) {
     *                                      left_squares_ice += iceSquaresExplored[row,col];
     *                              } else if(right_squares_list.Contains(squareVisited)) {
     *                                      right_squares_ice += iceSquaresExplored[row,col];
     *                              }
     *
     *                              if(top_squares_list.Contains(squareVisited)) {
     *                                      top_squares_ice += iceSquaresExplored[row,col];
     *                              } else if(bottom_squares_list.Contains(squareVisited)) {
     *                                      bottom_squares_ice += iceSquaresExplored[row,col];
     *                              }
     *
     *                      }
     *              }
     *      }
     *
     * }
     */



    // Update is called once per frame
    void Update()
    {
        if (!victorious)
        {
            if (victory())
            {
                if (dataCollector != null)
                {
                    dataCollector.setOutcome("victory");
                }
                else
                {
                    Debug.Log("Warning: DataCollector not found in scene.");
                }
                logEndGameData();
                //resultStr +="OUTCOME,VICTORY,";
                victories++;

                if (timer != null) // timed level
                {
                    // give player the Rocket Boots?
                    Debug.Log("Got the Rocket Boots!");
                    gotRocketBoots = true;
                }
                else if (dataCollector != null && timer == null) //non-timed level
                {
                    dataCollector.AddKey();                      // add one to the counts of total key fragments obtained
                    Debug.Log("added a Key!!!!!!!!!!!!!");
                }
                vicJingle.Play();
                displayOptions();
            }
            else if (Input.GetKeyDown(KeyCode.DownArrow))
            {
                if (!timedOut)
                {
                    // turn down
                    turnDown();
                    // move down
                    tryMove();
                }
            }
            else if (Input.GetKeyDown(KeyCode.UpArrow))
            {
                if (!timedOut)
                {
                    // turn up
                    turnUp();
                    // move up
                    tryMove();
                }
            }
            else if (Input.GetKeyDown(KeyCode.RightArrow))
            {
                if (!timedOut)
                {
                    // turn right
                    turnRight();
                    // move right
                    tryMove();
                }
            }
            else if (Input.GetKeyDown(KeyCode.LeftArrow))
            {
                if (!timedOut)
                {
                    // turn left
                    turnLeft();
                    // move left
                    tryMove();
                }
            }
        }
        else if (gotRocketBoots)
        {
            if (Input.GetKeyDown(KeyCode.Space))
            {
                StartCoroutine(blastThroughCeiling(1f)); // blast through ceiling and then fade to end demo
                unDisplayOptions();
            }
        }
    }