Exemplo n.º 1
0
        void OnEnterNewQuestion()
        {
            // set question parameters.
            mCurrentQuestion = GetNextQuestion();
            mResponse        = false;
            mResponseIndex   = -1;

            mGameMenuHandler.SetActiveBtnHome(false);
            mGameMenuHandler.SetActiveBtnNext(false);

            StartCoroutine(Coroutine_ShowQuestion());
        }
Exemplo n.º 2
0
        IEnumerator PlayerWin_Coroutine()
        {
            yield return(new WaitForSeconds(0.5f));

            mPlayerScore    += 5;
            PlayerScore.text = mPlayerScore.ToString();
            WinText.text     = "Player Wins";
            //show line
            mLines[tt.WinID].SetActive(true);

            //mPlayBtn.gameObject.SetActive(true);
            StartCoroutine(FadeInText(2.0f, WinText));
            mAudioSource.PlayOneShot(mWinPlayer);

            // change the menu.
            mGameMenuHandler.SetActiveBtnNext(true);
            mGameMenuHandler.SetActiveBtnHome(true);
        }
Exemplo n.º 3
0
    // Start is called before the first frame update
    void Awake()
    {
        _puzzleSet1 = new GameObject("PuzzleSet1");
        _puzzleSet2 = new GameObject("PuzzleSet2");

        Filler      = FillerGameObject.GetComponent <Image>();
        audioSource = GetComponent <AudioSource>();

        _frame        = PuzzleLayout.CreateFrame(FrameName1);
        _puzzleLayout = new PuzzleLayout(170.0f, 170.0f, PuzzleRowsOrCols);
        _frame.transform.SetParent(_puzzleSet1.transform);
        _puzzleLayout.gameObject.transform.SetParent(_puzzleSet1.transform);

        _frame2 = PuzzleLayout.CreateFrame(FrameName2);
        _frame2.transform.SetParent(_puzzleSet2.transform);
        _puzzleLayout2 = new PuzzleLayout(170.0f, 170.0f, PuzzleRowsOrCols);
        _puzzleLayout2.gameObject.transform.SetParent(_puzzleSet2.transform);

        _puzzleSet2.transform.position = new Vector3(0.0f, -600.0f, 0.0f);
        _puzzleSet2.SetActive(false);

        ID = Random.Range(0, MaxImageCount);
        LoadPuzzleImage();

        Neighbours.Instance.CreateGraphForNPuzzle(PuzzleRowsOrCols);

        _fsm = new Patterns.FiniteStateMachine();
        _fsm.Add(new GameState_FADEIN(_fsm, (int)GameState.StateID.FADEIN, this));
        _fsm.Add(new GameState_WAIT(_fsm, (int)GameState.StateID.WAIT, this));
        _fsm.Add(new GameState_PLAYING(_fsm, (int)GameState.StateID.PLAYING, this));
        _fsm.Add(new GameState_WIN(_fsm, (int)GameState.StateID.WIN, this));
        _fsm.Add(new GameState_SHOW_AD(_fsm, (int)GameState.StateID.SHOW_AD, this));
        _fsm.Add(new GameState_COMPARE(_fsm, (int)GameState.StateID.COMPARE, this));
        _fsm.Add(new GameState_RANDOMIZE(_fsm, (int)GameState.StateID.RANDOMIZE, this));
        _fsm.Add(new GameState_NEXT_PUZZLE_IMAGE(_fsm, (int)GameState.StateID.NEXT_PUZZLE_IMAGE, this));
        _fsm.Add(new GameState_SHOW_HINT(_fsm, (int)GameState.StateID.SHOW_HINT, this));
        _fsm.Add(new GameState_CANCEL(_fsm, (int)GameState.StateID.CANCEL, this));
        _fsm.Add(new GameState_SHOW_REWARD_AD(_fsm, (int)GameState.StateID.SHOW_REWARD_AD, this));
        _fsm.Add(new GameState_ASTAR_SOLUTION(_fsm, (int)GameState.StateID.ASTAR_SOLUTION, this));

        _fsm.SetCurrentState((int)GameState.StateID.FADEIN);
        audioSource.Play();

        //mBottomMenu = GameApp.Instance.mBottomMenu;
        //mBottomMenu.SetActive(true);
        //mBottomMenu.btnNext.gameObject.SetActive(false);
        //mBottomMenu.btnPrev.onClick.AddListener(LoadMenu);
        mGameMenuHandler.SetActiveBtnHome(true);

#if FARAMIRA_USE_ADS
        // initialize ADs
#if UNITY_IPHONE
        Advertisement.AddListener(this);
        Advertisement.Initialize(GameID_iOS, testMode);
#endif

#if UNITY_ANDROID
        Advertisement.AddListener(this);
        Advertisement.Initialize(GameID_Android, testMode);
#endif
#endif
    }