Exemplo n.º 1
0
    //this coroutine creates a delay
    IEnumerator ExecuteAfterTime(float time)
    {
        yield return(new WaitForSeconds(time));

        //congrats screen loads after player scored 10 points
        load.loadCongrats();
    }
Exemplo n.º 2
0
    // Update is called once per frame
    private void Update()
    {
        if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began)
        {
            RaycastHit2D hit = Physics2D.Raycast(mainCamera.ScreenToWorldPoint(Input.GetTouch(0).position), Vector2.zero);

            //if statement uses raycasting to check if player touched to object
            if (hit.collider != null)
            {
                startText.SetActive(false);           //makes start text go away when game starts
                spriteRenderer.sprite = bubbleSprite; //sets sprite to bubble

                //changing position and size w/ newCombination method
                newCombination(dist.Pop(), sizes.Pop());
                counter++;
                score++;
                scoreText.text = "score: " + score.ToString();
                targetHit      = "hit";
            }

            //moves to next scene
            if (sizes.Count == 0 || dist.Count == 0)
            {
                load.loadCongrats();
                writeOut.Add("Seconds between Touch, Levels, Bubble Size, Distance, Bubble Postion X, Bubble Position Y, Touch Position X, Touch Position Y, B Unit X, B Unit Y, T Unit X, T Unit Y, Hit/Missed");
                writeOut.Add("Completion time: " + Time.timeSinceLevelLoad.ToString());
                writeOut.Add("Date: " + DateTime.Now);
                MakeLogger();
                Debug.Log("log created");
            }

            //if circle is missed
            if (hit.collider == null)
            {
                dist.Push(dist.Peek());
                sizes.Push(sizes.Peek());
                targetHit = "missed";
            }

            //continues to add game data while items are still in the stacks
            if (score > 1)                            //(sizes.Count != 0 && dist.Count != 0)
            {
                AddLog();
            }
        }
    }