Пример #1
0
    //When a letter is dropped over a drop area this is function is called
    //to set the parent to the drop area and the position to the mouse position
    public void OnDrop(PointerEventData eventData)
    {
        LetterScript ls = eventData.pointerDrag.GetComponent <LetterScript> ();

        if (ls != null)
        {
            ls.SetPosition(eventData.position, this.gameObject);
        }
    }
Пример #2
0
    private void Commands(LetterScript letter)
    {
        if (!_rainbow)
        {
            if (_secondaryCol)
            {
                letter.InitEffects(_currEffect, _secColor);
            }
            else
            {
                letter.InitEffects(_currEffect, _defColor);
            }
        }
        else
        {
            letter.InitEffects(_currEffect, true);
        }

        //sound
        //if (Time.frameCount % 3 == 0)
        //    _snd.Play("Blip", false, 0);

        switch (letter.Letter)
        {
        case '#':
            Destroy(letter.transform.parent.gameObject);
            break;

        case '£':
            Destroy(letter.transform.parent.gameObject);
            if (_currEffect == LetterScript.TextEffect.Wavy)
            {
                _currEffect = LetterScript.TextEffect.Normal;
            }
            else
            {
                _currEffect = LetterScript.TextEffect.Wavy;
            }
            break;

        case '%':
            Destroy(letter.transform.parent.gameObject);
            if (_currEffect == LetterScript.TextEffect.Shaky)
            {
                _currEffect = LetterScript.TextEffect.Normal;
            }
            else
            {
                _currEffect = LetterScript.TextEffect.Shaky;
            }
            break;

        case '*':
            Destroy(letter.transform.parent.gameObject);
            _secondaryCol = !_secondaryCol;
            break;

        case '$':
            Destroy(letter.transform.parent.gameObject);
            _rainbow = !_rainbow;
            break;

        case '°':
            Destroy(letter.transform.parent.gameObject);
            break;

        default:
            break;
        }
    }
Пример #3
0
    // Update is called once per frame
    void Update()
    {
        //do text
        if (_line1 != null)
        {
            if (Time.frameCount % _textDelay == 0)
            {
                if (_line1Index < _line1.Length)
                {
                    LetterScript letter = Instantiate(_letterPrefab, _line1Object.transform).transform.GetChild(0).GetComponent <LetterScript>();
                    letter.Letter = _line1.ToCharArray()[_line1Index];
                    letter.Index  = _line1Index;

                    Commands(letter);

                    _line1Index++;
                    if (letter.gameObject)
                    {
                        _letterDump.Add(letter);
                    }
                }
                else if (_line2 != null)
                {
                    if (_line2Index < _line2.Length)
                    {
                        LetterScript letter = Instantiate(_letterPrefab, _line2Object.transform).transform.GetChild(0).GetComponent <LetterScript>();
                        letter.Letter = _line2.ToCharArray()[_line2Index];
                        letter.Index  = _line2Index;

                        Commands(letter);

                        _line2Index++;
                        if (letter.gameObject)
                        {
                            _letterDump.Add(letter);
                        }
                    }
                    else if (_line3 != null)
                    {
                        if (_line3Index < _line3.Length)
                        {
                            LetterScript letter = Instantiate(_letterPrefab, _line3Object.transform).transform.GetChild(0).GetComponent <LetterScript>();
                            letter.Letter = _line3.ToCharArray()[_line3Index];
                            letter.Index  = _line3Index;

                            Commands(letter);

                            _line3Index++;
                            if (letter.gameObject)
                            {
                                _letterDump.Add(letter);
                            }
                        }
                        else
                        {
                            _doTimer = true;
                        }
                    }
                    else
                    {
                        _doTimer = true;
                    }
                }
                else
                {
                    _doTimer = true;
                }

                if (_doTimer)
                {
                    //count down timer if not wait for input
                    if (!_waitForInput)
                    {
                        _waitTimer -= Time.deltaTime;
                    }
                    //press to continue
                    if (Input.GetButtonDown("Fire2"))
                    {
                        _waitTimer = 0;
                    }

                    //stop or go to next text
                    if (_waitTimer <= 0)
                    {
                        _doTimer = false;
                        if (_index < _text.Length - 1)
                        {
                            PrintLine();
                        }
                        else
                        {
                            //close animation
                            _mask.transform.localScale = Vector2.Lerp(_mask.transform.localScale, new Vector2(0, 1), 0.4f);
                            _isClosing = true;

                            if (Vector2.Distance(_mask.transform.localScale, new Vector2(0, 1)) < 0.1f)
                            {
                                _isClosing = false;
                                ResetLetters();
                                _mask.gameObject.SetActive(false);
                                _mask.transform.localScale = new Vector2(0, 1);
                            }
                        }
                    }
                }
            }
        }

        //appear animation
        if (_mask.gameObject.activeSelf && !_isClosing)
        {
            _mask.transform.localScale = Vector2.Lerp(_mask.transform.localScale, Vector2.one, 0.1f);
        }
    }