public void Move() { for (int i = 0; i < char_ui_elems.Count; i++) { CharInfoHolder char_info_holder = char_ui_elems[i].GetComponent <CharInfoHolder>(); if (char_info_holder == null) { throw new System.Exception(char_ui_elems[i].name + " UI element does not have CharInfoHolder component defined"); } SODict curr_char_info = GetSingleElem.Get(curr_char) as SODict; if (curr_char_info == char_info_holder.char_info) { // Enable / Show the Image image.enabled = true; // This RectTransform RectTransform curr_rect_transform = GetComponent <RectTransform>(); // Move to chosen char RectTransform curr_rect_transform.position = char_info_holder.gameObject.GetComponent <RectTransform>().position; } } }
public static SODict Get(int level, SOList difficulty_list) { for (int i = 0, l = difficulty_list.v.Count; i < l; i++) { SODict level_difficulty_elem = difficulty_list.v[i] as SODict; int from_lvl = (level_difficulty_elem.v["from_lvl"] as IntVariable).v; int to_lvl = (level_difficulty_elem.v["to_lvl"] as IntVariable).v; // Debug.Log("from_lvl: " + from_lvl + " to_lvl: " + to_lvl); if (from_lvl <= level && level <= to_lvl) { // Debug.Log("return"); return(level_difficulty_elem); } // If none is appropriate, the level is higher than the to_lvl of the last elem // So just return the last configured setting if (i == l - 1) { return(level_difficulty_elem); } } return(null); }
public GameObject GetCharModelByRef(SODict char_info) { if (planes_refs.ContainsKey(char_info)) { return(planes_refs[char_info]); } throw new System.Exception(char_info.name + " char info does not exist in planes_refs dctonary!"); }
public void Change(SODict new_char_info) { if (owned_characters.v.Contains(new_char_info)) { string single_key = GetSingleElem.GetKey(curr_char); curr_char.ChangeValue(single_key, new_char_info); curr_char_updated.Raise(); } }
public void UpdateMesh() { SODict curr_char_info = GetSingleElem.Get(curr_char) as SODict; GameObject char_model = planes_ref_holder.GetCharModelByRef(curr_char_info); MeshRenderer char_model_mesh_renderer = char_model.GetComponentInChildren <MeshRenderer>(); MeshFilter char_model_mesh_filter = char_model.GetComponentInChildren <MeshFilter>(); planes_ref_holder.CopyCharModel(transform.gameObject, char_model_mesh_renderer, char_model_mesh_filter); }
public static ScriptableObject Get(SODict sodict) { // sodict should always have only one key if (sodict.v.Count != 1) { throw new System.Exception("The curr_char SODict count does not equal 1!"); } // Get a single elem from that single key SODict single_elem = null; foreach (KeyValuePair <string, ScriptableObject> entry in sodict.v) { single_elem = sodict.v[entry.Key] as SODict; } return(single_elem); }
public void CreateLevel() { // Local level variable to predict how much platforms_count will be in the future int predicted_level = levels_passed.v; // Update the real level progress data SODict level_difficulty_elem = GetElemByLevel.Get(levels_passed.v, difficulty_list); int level_platforms_count = (level_difficulty_elem.v["platforms_count"] as IntVariable).v; // Create tiles for (int i = 0; i < level_platforms_count + extra_platforms; i++) { dist_z += height_step; CreateNextTile(); } currlevel_platforms_count.v = (level_difficulty_elem.v["platforms_count"] as IntVariable).v; currlevel_platforms_passed.v = 0; }
public void SetCoinsByList(IntVariable levels_passed) { SODict elem = GetElemByLevel.Get(levels_passed.v - 1, difficulty_list); coins = (elem.v["coins"] as IntVariable).v; }