// show word from collection with certain index public void ShowScramble(int index) { charObjects.Clear(); foreach (Transform child in container) { Destroy(child.gameObject); } if (index > words.Length - 1) { Debug.LogError("Index out of range, please enter range between 0 - " + (words.Length - 1).ToString()); return; } char[] chars = words[index].GetString().ToCharArray(); foreach (char c in chars) { CharObject clone = Instantiate(prefab.gameObject).GetComponent <CharObject>(); clone.transform.SetParent(container); charObjects.Add(clone.Init(c)); } currentWord = index; }
public void ShowSpell(int index) { charObject.Clear(); foreach (Transform child in containerA) { Destroy(child.gameObject); } if (index > word.Length) { Debug.LogError("index out of rang, please enter rang between 0-" + (word.Length - 1).ToString()); return; } gameWord = word[index].word; char[] chars = word[index].GetString().ToCharArray(); foreach (char c in chars) { CharObject clone = Instantiate(prefebA.gameObject).GetComponent <CharObject>(); clone.transform.SetParent(containerA); charObject.Add(clone.Init(c)); } currentWord = index; }
public void ShowScramble(int index) { _charObjects.Clear(); foreach (Transform child in container) { Destroy(child.gameObject); } if (index > words.Length - 1) { gameOverPanel.SetActive(true); levelScoreText.text = "Ты набрал " + _scores + " очков!"; return; } char[] chars = words[index].GetString().ToCharArray(); foreach (char c in chars) { CharObject clone = Instantiate(prefab.gameObject).GetComponent <CharObject>(); clone.transform.SetParent(container); clone.rectTransform.localScale = new Vector3(1f, 1f, 1f); _charObjects.Add(clone.Init(c)); } currentWord = index; }
// show word from collection with desired index public void ShowScramble(int index) { charObjects.Clear(); foreach (Transform child in container) { Destroy(child.gameObject); } if (index > words.Length - 1) { gameDone(); return; } char[] chars = words[index].GetString().ToCharArray(); foreach (char c in chars) { CharObject clone = Instantiate(prefab.gameObject).GetComponent <CharObject>(); clone.transform.SetParent(container); charObjects.Add(clone.Init(c)); } currentWord = index; StartCoroutine(TimeLeft()); }
/// <summary> /// Show word from collection with desired index /// </summary> /// <param name="index">index of the element</param> public void ShowScramble(int index) { charObjects.Clear(); foreach (Transform child in container) { Destroy(child.gameObject); } if (index > words.Length - 1) { Debug.LogError("index out of range, please enter range between 0-" + (words.Length - 1)); PlayerPrefs.SetInt(PlayerPrefs.GetString("PlayerName"), result.totalScore); PlayerPrefs.Save(); LoadMenu(); return; } char[] chars = words[index].GetString().ToCharArray(); //print(chars[0]); foreach (char c in chars) { CharObject clone = Instantiate(prefab.gameObject).GetComponent <CharObject>(); clone.transform.SetParent(container); charObjects.Add(clone.Init(c)); // print(words[index].word); } currentWord = index; StartCoroutine(TimeLimit()); }
/// <summary> /// Show word from collection with desired index /// </summary> /// <param name="index"> index of the element</param> public void ShowScramble(int index) { charObjects.Clear(); foreach (Transform child in container) { Destroy(child.gameObject); } //PROCEED TO NEXT STAGE IF TRUE if (index >= 1) { NextStage(); if (timeLimit <= 0) { result.GameOver(); } } //Show achievement if reached level 5 if (index == 5) { if (PlayerPrefs.HasKey("Achievement2")) { Debug.Log("Already has keys"); } else { Achievement.instance.lbl.text = "Reached Level 5!"; Achievement.instance.achievement.GetComponent <Animator>().Play("", 0, 0f); } PlayerPrefs.SetString("Achievement2", "two"); PlayerPrefs.Save(); } //WORDS FINISHED //SHOW RESULT SCREEN if (index > words.Length - 1) { result.ShowResult(); wordCanvas.SetActive(false); return; } char[] chars = words[index].GetString().ToCharArray(); foreach (char c in chars) { CharObject clone = Instantiate(prefab.gameObject).GetComponent <CharObject>(); clone.transform.SetParent(container); charObjects.Add(clone.Init(c)); } currentWord = index; StartCoroutine(TimeLimit()); }
/// <summary> /// Swapping 1st element to 2nd element /// </summary> /// <param name="indexA"> index A</param> /// <param name="indexB"> index B</param> public void Swap(int indexA, int indexB) { CharObject tmpA = charObjects[indexA]; charObjects[indexA] = charObjects[indexB]; charObjects[indexB] = tmpA; charObjects[indexA].transform.SetAsLastSibling(); charObjects[indexB].transform.SetAsLastSibling(); CheckWord(); }
private CharObject CreateItem(Transform parent) { //크리에이트 CharObject Item = new CharObject(); Item.st_Object = ResourceLoader.CreatePrefab(m_strName); Item.st_Object.transform.SetParent(parent, false); //무기관련 정보가 있다면 셋팅 Item.st_Object.SetActive(false); Item.st_Index = m_iCurIndex; return(Item); }
public void Select(CharObject charObject) { if (_firstSelected) { Swap(_firstSelected.index, charObject.index); _firstSelected.Select(); charObject.Select(); } else { _firstSelected = charObject; } }
public void SwapCharObject(int indexA, int indexB) { CharObject tmpA = charObjects[indexA]; charObjects[indexA] = charObjects[indexB]; charObjects[indexB] = tmpA; charObjects[indexA].transform.SetAsLastSibling(); //top one, if setAsFirstSibling means bottom one charObjects[indexB].transform.SetAsLastSibling(); CheckWord(); }
public void Select(CharObject charObject) { if (firstSelected) { SwapCharObject(firstSelected.charIndex, charObject.charIndex); firstSelected.Select(); charObject.Select(); } else { firstSelected = charObject; } }
public void Select(CharObject charObject) { if (firstSelected) { Swap(firstSelected.index, charObject.index); //unselect firstSelected.Select(); charObject.Select(); } else { firstSelected = charObject; } }
//ทำการเลือกปุ่ม public void Select(CharObject charObject) { if (firstSelected) { //แล้วเอามาสลับ Swap(firstSelected.index, charObject.index); firstSelected.Select(); charObject.Select(); } else { firstSelected = charObject; } }
public void Swap(int indexA, int indexB) { CharObject tempA = charObjects[indexA]; charObjects[indexA] = charObjects[indexB]; charObjects[indexB] = tempA; //Debug.Log("charObjects tempA : " + tempA.text.text); //Debug.Log("charObjects[indexA] : " + charObjects[indexA].text.text); //Debug.Log("charObjects[indexB] : " + charObjects[indexB].text.text); charObjects[indexA].transform.SetAsLastSibling(); charObjects[indexB].transform.SetAsLastSibling(); CheckWord(); }
// calling this function from the button inspector. public void Select(CharObject charObject) { // if this was selected second, swap it with another letter. if (firstSelected) { Swap(firstSelected.index, charObject.index); //unselect firstSelected.Select(); charObject.Select(); } else { // if there is no letter selected, this one is first. firstSelected = charObject; } }
/// <summary> /// Show word from collection with desired index /// </summary> /// <param name="index">index of the element</param> public void ShowSorting(int index) { //ถ้า index มากกว่าคำที่มีทั้งหมดใน array //show หน้า summary if (index > words.Count - 1) { //ถ้าคำหมดแล้วให้แสดงหน้า summaryScoreเลย result.ShowSummary(); //ปิดหน้าเกมด้วย wordCanvas.SetActive(false); return; } if (currentWord <= numIndexList.Count) { result.textJapan.text = wordManager.words[numIndexList[currentWord]].wordname_JP.ToString(); //result.textJapan.text = WordManager.words[numIndexList[currentWord]].wordname_romanji.ToString(); result.textMean.text = wordManager.words[numIndexList[currentWord]].word_meaning.ToString(); } //แสดงตามindex charObjects.Clear(); foreach (Transform child in container) { Destroy(child.gameObject); } //เก็บตัวอักษรที่เอาไป sort ใน function getString char[] chars = words[index].GetString().ToCharArray(); foreach (char c in chars) { //Clone Button ออกมาตามจำนวนอักษรที่มีในคำ CharObject clone = Instantiate(prefab.gameObject).GetComponent <CharObject>(); //เป็นการเอาbutton ที่clone มาไปเก็บอยู่ใน container clone.transform.SetParent(container); clone.transform.localScale = new Vector3(1, 1, 1); charObjects.Add(clone.Init(c)); } //ทุกครั้งที่มีคำใหม่ก็นับเวลาเท่าเดิมที่ 15 วิ StartCoroutine(TimeLimit()); }
public void showScrambleLetters(int index) { charObjects.Clear(); foreach (Transform child in container) { Destroy((child.gameObject)); } chars = words [index].ToCharArray(); foreach (char c in chars) { clone = Instantiate(prefab.gameObject).GetComponent <CharObject> (); clone.transform.SetParent(container); charObjects.Add((clone.Init(c))); clone.enabled = true; } currentWord = index; }
public void PushToPool(GameObject item, int iIndex, Transform Parent) //순서가 중요 { item.transform.SetParent(Parent, false); item.transform.localRotation = Quaternion.identity; item.transform.localPosition = Vector3.zero; //로컬 트랜스폼 리셋 item.transform.rotation = Quaternion.identity; item.transform.position = Vector3.zero; item.SetActive(false); CharObject Struct = FindCharObject(iIndex); if (Struct != null) { //반환 Struct.st_Object = item; } }
public void Select(CharObject charObject) { if (firstSelected) { Swap(firstSelected.index, charObject.index); //Debug.Log("firstSelected1 : " + firstSelected.text.text); //Debug.Log("charObject : " + charObject.text.text); //unselect firstSelected.Select(); charObject.Select(); } else { firstSelected = charObject; //charObject = null; //Debug.Log("firstSelected : " + firstSelected.text.text); } }
public GameObject PopFromPoll(int iIndex) //순서가 중요한 오브젝트 { if (iIndex > m_ListPool.Count || m_ListPool.Count == 0) //인덱스 초과 { return(null); } CharObject Class = FindCharObject(iIndex); if (Class != null) { GameObject Object = Class.st_Object; Class.st_Object = null; return(Object); //해당 캐릭터의 오브젝트 } else { return(null); } }
/// <summary> /// 指定したノードのキャラクタオブジェクトを取得する /// </summary> /// <param name="node">キャラクタオブジェクトを取得するノード</param> /// <returns>キャラクタオブジェクト</returns> public string GetCharText(TreeNode node) { if (node == null) { return(null); } //キャラクターツリーは必ず"名前\姿勢\服装\表情"の順番で並んでいるので //それらを分割してオブジェクトに格納する string[] itemList = node.FullPath.Split('\\'); if (itemList == null) { return(null); } CharObject charObject = new CharObject(); for (int i = 0; i < itemList.Length; i++) { switch (i) { case 0: //名前 charObject.Name = itemList[i]; break; case 1: //姿勢 charObject.Pose = itemList[i]; break; case 2: //服装 charObject.Dress = itemList[i]; break; case 3: //表情 charObject.Face = itemList[i]; break; } } return(charObject.ToTagString()); }
/* * show word for collecton with desired index * param index = index of the elemnt */ public void ShowScramble() { // clear the list and destroy the children of this object. charObjects.Clear(); foreach (Transform child in container) { Destroy(child.gameObject); } // Get the word as an array of characters and clone/set up the prefab. char[] chars = word.GetRandomChars(); foreach (char c in chars) { CharObject clone = Instantiate(prefab.gameObject).GetComponent <CharObject>(); clone.transform.SetParent(container); // Inits the character visually and internally and then // adds that same character to the list for checking. charObjects.Add(clone.Init(c, this)); } }
/// <summary> /// 現在設定している項目をリセットする /// </summary> public void Reset() { CharObject.ResetAll(); EventObject.ResetAll(); StageObject.ResetAll(); }
public void UnSelect() { firstSelected = null; }
public void OnMouseDown() { CharObject containerB = GetComponent <CharObject>(); }