private IEnumerator CheckMatch() { if (_firstRevealed.id == _secondRevealed.id) { //_score++; //scoreLabel.text = "Score: " + _score; _matches++; } if (_firstRevealed.id != _secondRevealed.id) { //_score--; //scoreLabel.text = "Score: " + _score; yield return(new WaitForSeconds(1.5f)); _secondRevealed.Unreveal(); _firstRevealed.Unreveal(); } _firstRevealed = null; _secondRevealed = null; if (_matches == MatchIDs.Length / 2) { if (GlobalData.MemoryGameBeaten < currentLevel) { GlobalData.MemoryGameBeaten++; GlobalData.MemoryGameLevel++; GlobalData.ProgressDone = 1; } yield return(new WaitForSeconds(1.5f)); SceneManager.LoadScene("GameScene"); } }
private IEnumerator CheckMatch() { if (_firstRevealed.id == _secondRevealed.id) { _score += 10; scoreLabel.text = "Score: " + _score;//ustawienie wyniku count++; if (count == 8) { scoreLabel.text = "Score: " + _score + "END GAME!"; } yield return(null); } else { _score -= 2; scoreLabel.text = "Score: " + _score; //ew min 0 brak ujemnych pkt? yield return(new WaitForSeconds(1.0f)); //jęli wybrane 2 karty sa różne zaczekaj 1s _firstRevealed.Unreveal(); //przysłąniecie kart z powrotem _secondRevealed.Unreveal(); } _firstRevealed = null; _secondRevealed = null; }
private IEnumerator CheckMatch() { if (primera_carta.id == segunda_carta.id) // si las dos coinciden { _score++; // Suma 1 punto por pareja puntos.text = "" + _score; SumarTiempo.tiempo = SumarTiempo.tiempo + 5f; // Suma 5 segundos } else // Si las cartas no coinciden { yield return(new WaitForSeconds(0.5f)); //esperar 0.5s y taparlas primera_carta.Unreveal(); segunda_carta.Unreveal(); } primera_carta = null; segunda_carta = null; // Si consigues las 8 parejas activa el panel de win if (_score == 8) { CanvasObject.SetActive(true); mybutton2.SetActive(false); SFX_win.Play(); } }
private IEnumerator CheckMatch() { if (_firstRevealed.id == _secondRevealed.id) { _win++; matchSound.Play(); } else { yield return(new WaitForSeconds(1f)); StartCoroutine(NotReveal(_firstRevealed)); StartCoroutine(NotReveal(_secondRevealed)); _firstRevealed.Unreveal(); _secondRevealed.Unreveal(); _score++; scoreLabel.text = "Fouten: " + _score; } _firstRevealed = null; _secondRevealed = null; if (_win == Changepictures().Length) { victorySound.Play(); } }
public IEnumerator CheckMatch() { if (_firstRevealed.id == _secondRevealed.id) { countCorrectGuess++; scoreLabel.text = "Score:" + _score; if (countCorrectGuess == 4) { Finish(); //puzzleFinished.SetActive(true); Debug.Log("FINISHED"); } } else { yield return(new WaitForSeconds(0.5f)); _firstRevealed.Unreveal(); _secondRevealed.Unreveal(); } _firstRevealed = null; _secondRevealed = null; }
//Si los pares son iguales por lo tanto las id se indentifican y se quedarán en su lugar mas que el score aumentará su valor private IEnumerator CheckMatch() { if (_firstRevealed.id == _secondRevealed.id) { _score++; scoreLabel.text = "Score: " + _score; } else { yield return(new WaitForSeconds(0.5f)); _firstRevealed.Unreveal(); _secondRevealed.Unreveal(); } _firstRevealed = null; _secondRevealed = null; // Si score es 6 se pondra el texto de ganar al igual que en 1 seg se cambiará de escena ya que se invoca changescene if (_score == 6) { Debug.Log("Ganasteeee"); youWinM = true; winTextM.SetActive(true); if (youWinM && winTextM == true) { Invoke("ChangeScene", 1); } } }
private IEnumerator CheckMatch() { if (_firstRevealed.id == _secondRevealed.id)//Code als je goed hebt gegooid { plaatje = _firstRevealed.GetComponent <SpriteRenderer>().sprite; _win++; matchSound.Play(); } else//Code als je het fout hebt gegooid { yield return(new WaitForSeconds(1f)); StartCoroutine(NotReveal(_firstRevealed)); StartCoroutine(NotReveal(_secondRevealed)); _firstRevealed.Unreveal(); _secondRevealed.Unreveal(); _score++; } if (_firstRevealed.id == _secondRevealed.id)//Animatie als je iets goed doet { StartCoroutine(Animatie()); } _firstRevealed = null; _secondRevealed = null; }
private IEnumerator CheckMatch() { if (_firstRevealed.id == _secondRevealed.id) { _score += 10; scoreLabel.text = "Score: " + _score; count++; if (count == 8) { scoreLabel.text = "Score: " + _score + "END GAME!"; } yield return(null); } else { _score -= 2; scoreLabel.text = "Score: " + _score; yield return(new WaitForSeconds(1.0f)); _firstRevealed.Unreveal(); _secondRevealed.Unreveal(); } _firstRevealed = null; _secondRevealed = null; }
private IEnumerator CheckMatch() { if (_firstRevealed.id == _secondRevealed.id) { _score++; scoreLabel.text = "Score: " + _score; PlayerPrefs.SetInt("Highscore", _score); } else { yield return(new WaitForSeconds(0.5f)); ///met unreveal worden de geselecteerde kaarten weer omgedraait. _firstRevealed.Unreveal(); _secondRevealed.Unreveal(); } //kaarten worden terug gezet naar null zodat ze weer gebruikt kunnen worden. _firstRevealed = null; _secondRevealed = null; if (_score == 4) { SceneManager.LoadScene("LevelGehaald"); } }
private IEnumerator CheckMatch() { if ((_firstRevealed.id == 1 && _secondRevealed.id == 2) || (_firstRevealed.id == 3 && _secondRevealed.id == 4) || (_firstRevealed.id == 5 && _secondRevealed.id == 6) || (_firstRevealed.id == 7 && _secondRevealed.id == 8) || (_firstRevealed.id == 9 && _secondRevealed.id == 10) || (_firstRevealed.id == 11 && _secondRevealed.id == 12) || (_firstRevealed.id == 13 && _secondRevealed.id == 14) || (_firstRevealed.id == 15 && _secondRevealed.id == 16) || (_firstRevealed.id == 17 && _secondRevealed.id == 18) || (_firstRevealed.id == 19 && _secondRevealed.id == 20)) { yield return(new WaitForSeconds(0.5f)); _firstRevealed.Unreveal(); _secondRevealed.Unreveal(); } //For example Card_Animal_1 and Card_Animal_2 is identical, their id is 0 and 1 respectively else if ((_secondRevealed.id - _firstRevealed.id) == 1) { _match3++; audioSource.Play(); } else { yield return(new WaitForSeconds(0.5f)); _firstRevealed.Unreveal(); _secondRevealed.Unreveal(); } _firstRevealed = null; _secondRevealed = null; _movement3++; numberOfMovement3.text = "Step Used: " + _movement3; PlayerPrefs.SetInt("step3", _movement3); if (_match3 == 10) { finalScore(); applause2.Play(); } }
private IEnumerator CheckMatch() { if (_firstRevealed.id == _secondRevealed.id) { _score++; scoreLabel.text = "Score: " + _score; } else { yield return(new WaitForSeconds(0.5f)); _firstRevealed.Unreveal(); _secondRevealed.Unreveal(); } _firstRevealed.Unreveal(); _secondRevealed.Unreveal(); _firstRevealed = null; _secondRevealed = null; }
private IEnumerator CheckMatch() { if (_firstRevealed.id == _secondRevealed.id) { _score += 10; scoreText.text = "Score :" + _score; } else { yield return(new WaitForSeconds(0.5f)); _firstRevealed.Unreveal(); _secondRevealed.Unreveal(); } _firstRevealed = null; _secondRevealed = null; StartCoroutine(GameFinishCheck()); }
private IEnumerator CheckMatch() { yield return(new WaitForSeconds(0.5f)); if (_firstRevealed.id == _secondRevealed.id) { countMatch++; CheckFinished(); } else { yield return(new WaitForSeconds(0.5f)); _firstRevealed.Unreveal(); _secondRevealed.Unreveal(); } _firstRevealed = null; _secondRevealed = null; }
//Dit word aangeroepen wanneer er geen kaarten meer over zijn private IEnumerator CheckMatch() { //Wanneer de 2 id's met elkaar matchen dan word de score met +1 verhoogd if (_firstRevealed.id == _secondRevealed.id) { Score.Play(); _score++; //Playerprefs highscore bijwerken ophalen converten bijwerken! int score = PlayerPrefs.GetInt("HighscoreKey") + 10; PlayerPrefs.SetInt("HighscoreKey", score); GameScore.text = "Highscore: " + PlayerPrefs.GetInt("HighscoreKey"); //bekijken of de score gelijk is aan het aantal kaarten omgeslagen per level //Hierin word het aantal kaarten beschikbaar per combinatie in het level getoond //En vervolgens vergeleken met aantal behaalde score (+1 per combinatie) //Wanneer dit overeenkomt is het bekend dat er geen kaarten meer beschikbaar zijn //En is het level hierbij gehaald var cardsLeft = cardCols * cardRows / 2; if (_score == cardsLeft) { FinishedLevel = true; //SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1); } } else { //Wacht 0,5 seconden en beide kaarten worden weer veranderd naar de achterkant van de kaart. yield return(new WaitForSeconds(cardWait)); _firstRevealed.Unreveal(); _secondRevealed.Unreveal(); } //De initalisatie van aantal geklikte kaarten op het moment word hierbij ook op null gezet _firstRevealed = null; _secondRevealed = null; }
private IEnumerator CheckMatch() { if (_firstRevealed.id == _secondRevealed.id) { _score++; scoreLabel.text = "Score: " + _score; if (_score == 4) { gameOverUI.SetActive(true); } } else { yield return(new WaitForSeconds(0.5f)); _firstRevealed.Unreveal(); _secondRevealed.Unreveal(); } _firstRevealed = null; _secondRevealed = null; }
private IEnumerator CheckMatch() { if (_firstRevealed.id == _secondRevealed.id) { pair++; if (pair == 9) { SceneManager.LoadScene("Scene_002"); } } else { score++; yield return(new WaitForSeconds(0.5f)); _firstRevealed.Unreveal(); _secondRevealed.Unreveal(); scoreLabel.text = "Liczba ruchów:\n" + score; } _firstRevealed = null; _secondRevealed = null; }
private IEnumerator CheckMatch() { if (_firstRevealed.id == _secondRevealed.id) { _score++; } else { yield return(new WaitForSeconds(0.5f)); _firstRevealed.Unreveal(); _secondRevealed.Unreveal(); } _firstRevealed = null; _secondRevealed = null; if (_score == 4) { Debug.Log("win"); SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1); } }
private IEnumerator CheckMatch() { //Wanneer de 2 id's met elkaar matchen dan word de score met +1 verhoogd if (_firstRevealed.id == _secondRevealed.id) { Score.Play(); _score++; //bekijken of de score gelijk is aan het aantal kaarten omgeslagen per level //Hierin word het aantal kaarten beschikbaar per combinatie in het level getoond //En vervolgens vergeleken met aantal behaalde score (+1 per combinatie) //Wanneer dit overeenkomt is het bekend dat er geen kaarten meer beschikbaar zijn //En is het level hierbij gehaald var cardsLeft = cardCols * cardRows / 2; if (_score == cardsLeft) { FinishedLevel = true; Complete.Play(); //Wacht 4 seconden voordat de ActivateUI functie word aangeroepen d.m.v. Invoke Invoke("ActivateUI", 4f); //SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1); } } else { //Wacht 0,5 seconden en beide kaarten worden weer veranderd naar de achterkant van de kaart. yield return(new WaitForSeconds(0.5f)); _firstRevealed.Unreveal(); _secondRevealed.Unreveal(); } //De initalisatie van aantal geklikte kaarten op het moment word hierbij ook op null gezet _firstRevealed = null; _secondRevealed = null; }