Exemplo n.º 1
0
        // Update is called once per frame
        void Update()
        {
            Debug.Log(_phase);
            // Debug.Log("Horizontal: "+InputManager.Instance.GetAxisHorizontal());
            // Debug.Log("Vertical: "+InputManager.Instance.GetAxisVertical());
            switch (_phase)
            {
            //PRIMERA ELECCION
            case phase.PHASE1:
            {                                                                                         //Pongo esto para poder ordenar el codigo y que no se vea un churro
                if (InputManager.Instance.GetAxisHorizontal() < 0 && firstSelected != Elements.WATER) //&&InputManager.Instance.GetAxisVertical()>-0.5F&&InputManager.Instance.GetAxisVertical()<0.5F&&
                //Debug.Log("Funciono Water");
                {
                    firstSelected = Elements.WATER;
                    FirstStep[(int)Elements.WATER].SelectMe();
                    FirstStep[(int)Elements.FIRE].StopMe();
                    FirstStep[(int)Elements.AIR].StopMe();
                    FirstStep[(int)Elements.GROUND].StopMe();
                }
                else if (InputManager.Instance.GetAxisHorizontal() > 0 && firstSelected != Elements.FIRE)//&&InputManager.Instance.GetAxisVertical()>-0.5F&&InputManager.Instance.GetAxisVertical()<0.5F
                //Debug.Log("Funciono FIRE");
                {
                    firstSelected = Elements.FIRE;
                    FirstStep[(int)Elements.WATER].StopMe();
                    FirstStep[(int)Elements.FIRE].SelectMe();
                    FirstStep[(int)Elements.AIR].StopMe();
                    FirstStep[(int)Elements.GROUND].StopMe();
                }
                else if (InputManager.Instance.GetAxisVertical() > 0F && firstSelected != Elements.AIR && InputManager.Instance.GetAxisHorizontal() == 0)//
                //Debug.Log("Funciono Air");
                {
                    firstSelected = Elements.AIR;
                    FirstStep[(int)Elements.WATER].StopMe();
                    FirstStep[(int)Elements.FIRE].StopMe();
                    FirstStep[(int)Elements.AIR].SelectMe();
                    FirstStep[(int)Elements.GROUND].StopMe();
                }
                else if (InputManager.Instance.GetAxisVertical() < 0F && firstSelected != Elements.GROUND && InputManager.Instance.GetAxisHorizontal() == 0)//&&
                //Debug.Log("Funciono Ground");
                {
                    firstSelected = Elements.GROUND;
                    FirstStep[(int)Elements.WATER].StopMe();
                    FirstStep[(int)Elements.FIRE].StopMe();
                    FirstStep[(int)Elements.AIR].StopMe();
                    FirstStep[(int)Elements.GROUND].SelectMe();
                }
                if (InputManager.Instance.GetButtonDown(InputManager.MiniGameButtons.BUTTON1) && firstSelected != Elements.VOID)
                {
                    FirstStep[(int)firstSelected].ImChoosed();
                    foreach (SelectableObjectsAW _element in FirstStep)
                    {
                        if (_element._element != firstSelected)
                        {
                            _element.FinishMe();
                        }
                    }

                    _phase = phase.PHASE2;
                }
            }
            break;

            case phase.PHASE2:                                                                         //SEGUNDA ELECCION
            {
                if (InputManager.Instance.GetAxisHorizontal() < 0 && secondSelected != Elements.WATER) //&&InputManager.Instance.GetAxisVertical()>-0.5F&&InputManager.Instance.GetAxisVertical()<0.5F&&
                //Debug.Log("Funciono Water");
                {
                    secondSelected = Elements.WATER;
                    SecondStep[(int)Elements.WATER].SelectMe();
                    SecondStep[(int)Elements.FIRE].StopMe();
                    SecondStep[(int)Elements.AIR].StopMe();
                    SecondStep[(int)Elements.GROUND].StopMe();
                }
                else if (InputManager.Instance.GetAxisHorizontal() > 0 && secondSelected != Elements.FIRE)//&&InputManager.Instance.GetAxisVertical()>-0.5F&&InputManager.Instance.GetAxisVertical()<0.5F
                //Debug.Log("Funciono FIRE");
                {
                    secondSelected = Elements.FIRE;
                    SecondStep[(int)Elements.WATER].StopMe();
                    SecondStep[(int)Elements.FIRE].SelectMe();
                    SecondStep[(int)Elements.AIR].StopMe();
                    SecondStep[(int)Elements.GROUND].StopMe();
                }
                else if (InputManager.Instance.GetAxisVertical() > 0F && secondSelected != Elements.AIR && InputManager.Instance.GetAxisHorizontal() == 0)//
                //Debug.Log("Funciono Air");
                {
                    secondSelected = Elements.AIR;
                    SecondStep[(int)Elements.WATER].StopMe();
                    SecondStep[(int)Elements.FIRE].StopMe();
                    SecondStep[(int)Elements.AIR].SelectMe();
                    SecondStep[(int)Elements.GROUND].StopMe();
                }
                else if (InputManager.Instance.GetAxisVertical() < 0F && secondSelected != Elements.GROUND && InputManager.Instance.GetAxisHorizontal() == 0)//&&
                //Debug.Log("Funciono Ground");
                {
                    secondSelected = Elements.GROUND;
                    SecondStep[(int)Elements.WATER].StopMe();
                    SecondStep[(int)Elements.FIRE].StopMe();
                    SecondStep[(int)Elements.AIR].StopMe();
                    SecondStep[(int)Elements.GROUND].SelectMe();
                }
                if (InputManager.Instance.GetButtonDown(InputManager.MiniGameButtons.BUTTON1) && secondSelected != Elements.VOID)
                {
                    foreach (SelectableObjectsAW _element in SecondStep)
                    {
                        if (_element._element != secondSelected)
                        {
                            _element.FinishMe();
                        }
                    }
                    SecondStep[(int)secondSelected].ImChoosed();
                    FirstResult = calculateSecond(firstSelected, secondSelected);
                    Debug.Log(FirstResult);
                    SpriteChanger.newSprite = SpriteBank.SpritesSecondElements[(int)FirstResult];

                    SpriteChanger.newName = FirstResult.ToString();
                    ResultOne.SetTrigger("StartAnim");
                    _phase = phase.PHASE3;
                }
            }
            break;

            case phase.PHASE3:                                                                        //TERCERA ELECCION
            {
                if (InputManager.Instance.GetAxisHorizontal() < 0 && thirdSelected != Elements.WATER) //&&InputManager.Instance.GetAxisVertical()>-0.5F&&InputManager.Instance.GetAxisVertical()<0.5F&&
                //Debug.Log("Funciono Water");
                {
                    thirdSelected = Elements.WATER;
                    ThirdStep[(int)Elements.WATER].SelectMe();
                    ThirdStep[(int)Elements.FIRE].StopMe();
                    ThirdStep[(int)Elements.AIR].StopMe();
                    ThirdStep[(int)Elements.GROUND].StopMe();
                }
                else if (InputManager.Instance.GetAxisHorizontal() > 0 && thirdSelected != Elements.FIRE)//&&InputManager.Instance.GetAxisVertical()>-0.5F&&InputManager.Instance.GetAxisVertical()<0.5F
                //Debug.Log("Funciono FIRE");
                {
                    thirdSelected = Elements.FIRE;
                    ThirdStep[(int)Elements.WATER].StopMe();
                    ThirdStep[(int)Elements.FIRE].SelectMe();
                    ThirdStep[(int)Elements.AIR].StopMe();
                    ThirdStep[(int)Elements.GROUND].StopMe();
                }
                else if (InputManager.Instance.GetAxisVertical() > 0F && thirdSelected != Elements.AIR && InputManager.Instance.GetAxisHorizontal() == 0)//
                //Debug.Log("Funciono Air");
                {
                    thirdSelected = Elements.AIR;
                    ThirdStep[(int)Elements.WATER].StopMe();
                    ThirdStep[(int)Elements.FIRE].StopMe();
                    ThirdStep[(int)Elements.AIR].SelectMe();
                    ThirdStep[(int)Elements.GROUND].StopMe();
                }
                else if (InputManager.Instance.GetAxisVertical() < 0F && thirdSelected != Elements.GROUND && InputManager.Instance.GetAxisHorizontal() == 0)//&&
                //Debug.Log("Funciono Ground");
                {
                    thirdSelected = Elements.GROUND;
                    ThirdStep[(int)Elements.WATER].StopMe();
                    ThirdStep[(int)Elements.FIRE].StopMe();
                    ThirdStep[(int)Elements.AIR].StopMe();
                    ThirdStep[(int)Elements.GROUND].SelectMe();
                }
                if (InputManager.Instance.GetButtonDown(InputManager.MiniGameButtons.BUTTON1) && thirdSelected != Elements.VOID)
                {
                    foreach (SelectableObjectsAW _element in ThirdStep)
                    {
                        if (_element._element != thirdSelected)
                        {
                            _element.FinishMe();
                        }
                    }
                    ThirdStep[(int)secondSelected].ImChoosed();
                    _phase = phase.PHASE4;
                }
            }
            break;

            case phase.PHASE4:                                                                         //CUARTA ELECCION
            {
                if (InputManager.Instance.GetAxisHorizontal() < 0 && fourthSelected != Elements.WATER) //&&InputManager.Instance.GetAxisVertical()>-0.5F&&InputManager.Instance.GetAxisVertical()<0.5F&&
                //Debug.Log("Funciono Water");
                {
                    fourthSelected = Elements.WATER;
                    FourStep[(int)Elements.WATER].SelectMe();
                    FourStep[(int)Elements.FIRE].StopMe();
                    FourStep[(int)Elements.AIR].StopMe();
                    FourStep[(int)Elements.GROUND].StopMe();
                }
                else if (InputManager.Instance.GetAxisHorizontal() > 0 && fourthSelected != Elements.FIRE)//&&InputManager.Instance.GetAxisVertical()>-0.5F&&InputManager.Instance.GetAxisVertical()<0.5F
                //Debug.Log("Funciono FIRE");
                {
                    fourthSelected = Elements.FIRE;
                    FourStep[(int)Elements.WATER].StopMe();
                    FourStep[(int)Elements.FIRE].SelectMe();
                    FourStep[(int)Elements.AIR].StopMe();
                    FourStep[(int)Elements.GROUND].StopMe();
                }
                else if (InputManager.Instance.GetAxisVertical() > 0F && fourthSelected != Elements.AIR && InputManager.Instance.GetAxisHorizontal() == 0)//
                //Debug.Log("Funciono Air");
                {
                    fourthSelected = Elements.AIR;
                    FourStep[(int)Elements.WATER].StopMe();
                    FourStep[(int)Elements.FIRE].StopMe();
                    FourStep[(int)Elements.AIR].SelectMe();
                    FourStep[(int)Elements.GROUND].StopMe();
                }
                else if (InputManager.Instance.GetAxisVertical() < 0F && fourthSelected != Elements.GROUND && InputManager.Instance.GetAxisHorizontal() == 0)//&&
                //Debug.Log("Funciono Ground");
                {
                    fourthSelected = Elements.GROUND;
                    FourStep[(int)Elements.WATER].StopMe();
                    FourStep[(int)Elements.FIRE].StopMe();
                    FourStep[(int)Elements.AIR].StopMe();
                    FourStep[(int)Elements.GROUND].SelectMe();
                }
                if (InputManager.Instance.GetButtonDown(InputManager.MiniGameButtons.BUTTON1) && fourthSelected != Elements.VOID)
                {
                    foreach (SelectableObjectsAW _element in FourStep)
                    {
                        if (_element._element != fourthSelected)
                        {
                            _element.FinishMe();
                        }
                    }
                    FourStep[(int)secondSelected].ImChoosed();
                    SecondResult = calculateSecond(thirdSelected, fourthSelected);
                    FinalResult  = calculateFinal(FirstResult, SecondResult);
                    Debug.Log(SecondResult);
                    SpriteChangerTwo.newSprite = SpriteBank.SpritesSecondElements[(int)SecondResult];

                    SpriteChangerTwo.newName     = SecondResult.ToString();
                    SpriteChangerThird.newSprite = SpriteBank.SpritesFinalElements[(int)FinalResult];
                    Player.GetComponent <SpriteRenderer>().sprite = SpriteBank.SpritesFinalElements[(int)FinalResult];

                    SpriteChangerThird.newName = FinalResult.ToString();
                    ResultTwo.SetTrigger("StartAnimTwo");
                    _phase = phase.PHASE5;
                }
            }
            break;

            case phase.PHASE5:    //RESOLUCION
                break;

            case phase.PHASE6:    //PELEA
                break;

            case phase.PHASECOMBAT:    //PELEA
                if (Player.GetComponent <PlayerAW>().hp <= 1)
                {
                    gameManeger.EndGame(IMiniGame.MiniGameResult.LOSE);
                    gameObject.GetComponent <AudioSource>().Stop();
                }
                if (Boss.GetComponent <PlayerAW>().hp <= 1)
                {
                    gameManeger.EndGame(IMiniGame.MiniGameResult.WIN);
                    gameObject.GetComponent <AudioSource>().Stop();
                }
                break;

            default:
                break;
            }
        }
Exemplo n.º 2
0
        FinalElements calculateFinal(SecondElements One, SecondElements Two)
        {
            FinalElements Result = FinalElements.FAIL;

            switch (One)
            {
            case SecondElements.CLAY: {
                switch (Two)
                {
                case SecondElements.CLAY:
                    Result = FinalElements.GOLEM;
                    break;

                case SecondElements.EARTH:
                    Result = FinalElements.GAIA;
                    break;

                case SecondElements.ELECTRICITY:
                    Result = FinalElements.HUMAN;
                    break;

                case SecondElements.FIRE:
                    Result = FinalElements.GOLEM;
                    break;

                case SecondElements.GUNPOWDER:
                    Result = FinalElements.EXPLOSIVE;
                    break;

                case SecondElements.HEAT:
                    Result = FinalElements.GOLEM;
                    break;

                case SecondElements.METAL:
                    Result = FinalElements.GOLEM;
                    break;

                case SecondElements.STEAM:
                    Result = FinalElements.FAIL;
                    break;

                case SecondElements.WATER:
                    Result = FinalElements.HUMAN;
                    break;

                case SecondElements.WIND:
                    Result = FinalElements.GAIA;
                    break;
                }
            }
            break;

            case SecondElements.EARTH: {
                switch (Two)
                {
                case SecondElements.CLAY:
                    Result = FinalElements.GAIA;
                    break;

                case SecondElements.EARTH:
                    Result = FinalElements.GAIA;
                    break;

                case SecondElements.ELECTRICITY:
                    Result = FinalElements.HUMAN;
                    break;

                case SecondElements.FIRE:
                    Result = FinalElements.FAIL;
                    break;

                case SecondElements.GUNPOWDER:
                    Result = FinalElements.FAIL;
                    break;

                case SecondElements.HEAT:
                    Result = FinalElements.APOLO;
                    break;

                case SecondElements.METAL:
                    Result = FinalElements.GOLEM;
                    break;

                case SecondElements.STEAM:
                    Result = FinalElements.FAIL;
                    break;

                case SecondElements.WATER:
                    Result = FinalElements.POSEIDON;
                    break;

                case SecondElements.WIND:
                    Result = FinalElements.FAIL;
                    break;
                }
            }
            break;

            case SecondElements.ELECTRICITY: {
                switch (Two)
                {
                case SecondElements.CLAY:
                    Result = FinalElements.HUMAN;
                    break;

                case SecondElements.EARTH:
                    Result = FinalElements.FAIL;
                    break;

                case SecondElements.ELECTRICITY:
                    Result = FinalElements.ZEUS;
                    break;

                case SecondElements.FIRE:
                    Result = FinalElements.INFERNO;
                    break;

                case SecondElements.GUNPOWDER:
                    Result = FinalElements.EXPLOSIVE;
                    break;

                case SecondElements.HEAT:
                    Result = FinalElements.INFERNO;
                    break;

                case SecondElements.METAL:
                    Result = FinalElements.MACHINE;
                    break;

                case SecondElements.STEAM:
                    Result = FinalElements.EOLO;
                    break;

                case SecondElements.WATER:
                    Result = FinalElements.POSEIDON;
                    break;

                case SecondElements.WIND:
                    Result = FinalElements.EOLO;
                    break;
                }
            }
            break;

            case SecondElements.FIRE: {
                switch (Two)
                {
                case SecondElements.CLAY:
                    Result = FinalElements.GOLEM;
                    break;

                case SecondElements.EARTH:
                    Result = FinalElements.FAIL;
                    break;

                case SecondElements.ELECTRICITY:
                    Result = FinalElements.INFERNO;
                    break;

                case SecondElements.FIRE:
                    Result = FinalElements.INFERNO;
                    break;

                case SecondElements.GUNPOWDER:
                    Result = FinalElements.EXPLOSIVE;
                    break;

                case SecondElements.HEAT:
                    Result = FinalElements.APOLO;
                    break;

                case SecondElements.METAL:
                    Result = FinalElements.WEAPON;
                    break;

                case SecondElements.STEAM:
                    Result = FinalElements.EOLO;
                    break;

                case SecondElements.WATER:
                    Result = FinalElements.FAIL;
                    break;

                case SecondElements.WIND:
                    Result = FinalElements.EOLO;
                    break;
                }
            }
            break;

            case SecondElements.GUNPOWDER: {
                switch (Two)
                {
                case SecondElements.CLAY:
                    Result = FinalElements.EXPLOSIVE;
                    break;

                case SecondElements.EARTH:
                    Result = FinalElements.FAIL;
                    break;

                case SecondElements.ELECTRICITY:
                    Result = FinalElements.EXPLOSIVE;
                    break;

                case SecondElements.FIRE:
                    Result = FinalElements.SHOOTER;
                    break;

                case SecondElements.GUNPOWDER:
                    Result = FinalElements.SHOOTER;
                    break;

                case SecondElements.HEAT:
                    Result = FinalElements.EXPLOSIVE;
                    break;

                case SecondElements.METAL:
                    Result = FinalElements.SHOOTER;
                    break;

                case SecondElements.STEAM:
                    Result = FinalElements.MACHINE;
                    break;

                case SecondElements.WATER:
                    Result = FinalElements.FAIL;
                    break;

                case SecondElements.WIND:
                    Result = FinalElements.FAIL;
                    break;
                }
            }
            break;

            case SecondElements.HEAT: {
                switch (Two)
                {
                case SecondElements.CLAY:
                    Result = FinalElements.GOLEM;
                    break;

                case SecondElements.EARTH:
                    Result = FinalElements.INFERNO;
                    break;

                case SecondElements.ELECTRICITY:
                    Result = FinalElements.INFERNO;
                    break;

                case SecondElements.FIRE:
                    Result = FinalElements.APOLO;
                    break;

                case SecondElements.GUNPOWDER:
                    Result = FinalElements.EXPLOSIVE;
                    break;

                case SecondElements.HEAT:
                    Result = FinalElements.INFERNO;
                    break;

                case SecondElements.METAL:
                    Result = FinalElements.WEAPON;
                    break;

                case SecondElements.STEAM:
                    Result = FinalElements.HUMAN;
                    break;

                case SecondElements.WATER:
                    Result = FinalElements.HUMAN;
                    break;

                case SecondElements.WIND:
                    Result = FinalElements.EOLO;
                    break;
                }
            }
            break;

            case SecondElements.METAL: {
                switch (Two)
                {
                case SecondElements.CLAY:
                    Result = FinalElements.GOLEM;
                    break;

                case SecondElements.EARTH:
                    Result = FinalElements.FAIL;
                    break;

                case SecondElements.ELECTRICITY:
                    Result = FinalElements.MACHINE;
                    break;

                case SecondElements.FIRE:
                    Result = FinalElements.SHOOTER;
                    break;

                case SecondElements.GUNPOWDER:
                    Result = FinalElements.SHOOTER;
                    break;

                case SecondElements.HEAT:
                    Result = FinalElements.WEAPON;
                    break;

                case SecondElements.METAL:
                    Result = FinalElements.MACHINE;
                    break;

                case SecondElements.STEAM:
                    Result = FinalElements.MACHINE;
                    break;

                case SecondElements.WATER:
                    Result = FinalElements.FAIL;
                    break;

                case SecondElements.WIND:
                    Result = FinalElements.FAIL;
                    break;
                }
            }
            break;

            case SecondElements.STEAM: {
                switch (Two)
                {
                case SecondElements.CLAY:
                    Result = FinalElements.HUMAN;
                    break;

                case SecondElements.EARTH:
                    Result = FinalElements.GAIA;
                    break;

                case SecondElements.ELECTRICITY:
                    Result = FinalElements.HUMAN;
                    break;

                case SecondElements.FIRE:
                    Result = FinalElements.INFERNO;
                    break;

                case SecondElements.GUNPOWDER:
                    Result = FinalElements.FAIL;
                    break;

                case SecondElements.HEAT:
                    Result = FinalElements.EOLO;
                    break;

                case SecondElements.METAL:
                    Result = FinalElements.WEAPON;
                    break;

                case SecondElements.STEAM:
                    Result = FinalElements.EOLO;
                    break;

                case SecondElements.WATER:
                    Result = FinalElements.POSEIDON;
                    break;

                case SecondElements.WIND:
                    Result = FinalElements.EOLO;
                    break;
                }
            }
            break;

            case SecondElements.WATER: {
                switch (Two)
                {
                case SecondElements.CLAY:
                    Result = FinalElements.FAIL;
                    break;

                case SecondElements.EARTH:
                    Result = FinalElements.HUMAN;
                    break;

                case SecondElements.ELECTRICITY:
                    Result = FinalElements.ZEUS;
                    break;

                case SecondElements.FIRE:
                    Result = FinalElements.FAIL;
                    break;

                case SecondElements.GUNPOWDER:
                    Result = FinalElements.FAIL;
                    break;

                case SecondElements.HEAT:
                    Result = FinalElements.FAIL;
                    break;

                case SecondElements.METAL:
                    Result = FinalElements.FAIL;
                    break;

                case SecondElements.STEAM:
                    Result = FinalElements.POSEIDON;
                    break;

                case SecondElements.WATER:
                    Result = FinalElements.POSEIDON;
                    break;

                case SecondElements.WIND:
                    Result = FinalElements.EOLO;
                    break;
                }
            }
            break;

            case SecondElements.WIND: {
                switch (Two)
                {
                case SecondElements.CLAY:
                    Result = FinalElements.HUMAN;
                    break;

                case SecondElements.EARTH:
                    Result = FinalElements.HUMAN;
                    break;

                case SecondElements.ELECTRICITY:
                    Result = FinalElements.ZEUS;
                    break;

                case SecondElements.FIRE:
                    Result = FinalElements.APOLO;
                    break;

                case SecondElements.GUNPOWDER:
                    Result = FinalElements.FAIL;
                    break;

                case SecondElements.HEAT:
                    Result = FinalElements.EOLO;
                    break;

                case SecondElements.METAL:
                    Result = FinalElements.FAIL;
                    break;

                case SecondElements.STEAM:
                    Result = FinalElements.EOLO;
                    break;

                case SecondElements.WATER:
                    Result = FinalElements.HUMAN;
                    break;

                case SecondElements.WIND:
                    Result = FinalElements.EOLO;
                    break;
                }
            }
            break;
            }
            return(Result);
        }