private void SynapseHit(SynapseLocation hitSynapse) { switch (this.allSynapses[hitSynapse].Mode) { case SynapseMode.OneTimePositive: this.tutorialAudio[3].Play(); this.OneTimePositiveHit(hitSynapse); break; case SynapseMode.OneTimeNegative: this.tutorialAudio[4].Play(); this.OneTimeNegativeHit(hitSynapse); break; case SynapseMode.Neutral: this.NeutralHit(hitSynapse); break; case SynapseMode.RepetitivePositiveTutorial: this.tutorialAudio[3].Play(); this.RepetitivePositiveHit(hitSynapse); break; default: Debug.LogError("GameManager.SynapseHit: Unknown synapse mode"); break; } this.allSynapses[hitSynapse].HitSynapse(); }
private void DisplaySynapseHitEffect(SynapseLocation synapseHitLocation) { Synapse synapseObject = this.allSynapses[synapseHitLocation]; switch (synapseObject.Mode) { case SynapseMode.OneTimePositive: this.DisplayOneTimePositiveHitEffect(synapseHitLocation); break; case SynapseMode.OneTimeNegative: this.DisplayOneTimeNegativeHitEffect(synapseHitLocation); break; case SynapseMode.Neutral: this.DisplayNeutralHitEffect(synapseHitLocation); break; case SynapseMode.RepetitivePositive: this.DisplayRepetitivePositiveHitEffect(synapseHitLocation); break; default: Debug.LogError("GameManager.DisplaySynapseHitEffect: Unknown synapse mode"); break; } }
private void ProcessSynapseHit(SynapseLocation synapseHitLocation) { Synapse synapseObject = this.allSynapses[synapseHitLocation]; synapseObject.HitSynapse(); switch (synapseObject.Mode) { case SynapseMode.OneTimePositive: this.ProcessOneTimePositiveHit(synapseHitLocation); break; case SynapseMode.OneTimeNegative: this.ProcessOneTimeNegativeHit(synapseHitLocation); break; case SynapseMode.Neutral: this.ProcessNeutralHit(synapseHitLocation); break; case SynapseMode.RepetitivePositive: this.ProcessRepetitivePositiveHit(synapseHitLocation); break; default: Debug.LogError("GameManager.ProcessSynapseHit: Unknown synapse mode"); break; } }
private void DisplayOneTimeNegativeHitEffect(SynapseLocation synapseLocation) { CameraShaker.Instance.ShakeOnce(7f, 2f, 0.1f, 1f); Synapse synapseObject = this.allSynapses[synapseLocation]; float screenSpaceX = Camera.main.WorldToViewportPoint(synapseObject.gameObject.transform.position).x; float screenSpaceY = Camera.main.WorldToViewportPoint(synapseObject.gameObject.transform.position).y; StartCoroutine(this.ShockWaveEffect(screenSpaceX, screenSpaceY)); }
private void SynapseHit(SynapseLocation synapseHitLocation) { if (IsGameActive) { ProcessSynapseHit(synapseHitLocation); } // Display the hit effects all the time, even on game over. DisplaySynapseHitEffect(synapseHitLocation); }
private void OneTimeNegativeHit(SynapseLocation synapseLocation) { this.allSynapses[synapseLocation].SetSynapseMode(SynapseMode.Neutral); this.allSynapses[synapseLocation].Illuminator.OnSynapseTouched(SynapseMode.OneTimeNegative); CameraShaker.Instance.ShakeOnce(7f, 2f, 0.1f, 1f); Synapse synapseObject = this.allSynapses[synapseLocation]; float screenSpaceX = Camera.main.WorldToViewportPoint(synapseObject.gameObject.transform.position).x; float screenSpaceY = Camera.main.WorldToViewportPoint(synapseObject.gameObject.transform.position).y; StartCoroutine(this.ShockWaveEffect(screenSpaceX, screenSpaceY)); }
private void ProcessOneTimeNegativeHit(SynapseLocation synapseLocation) { this.badHitSound.Play(); this.consecutiveClearedSequences = 0; this.ScoreNegativeHit(); if (this.runningSequenceCoroutine != null) { StopCoroutine(this.runningSequenceCoroutine); } if (this.currentLoadNextSequenceCoroutine != null) { StopCoroutine(this.currentLoadNextSequenceCoroutine); } this.currentLoadNextSequenceCoroutine = StartCoroutine(LoadSequenceOnNextFrame()); }
private void ProcessOneTimePositiveHit(SynapseLocation synapseLocation) { this.goodHitSound.Play(); this.ScorePositiveHit(); this.allSynapses[synapseLocation].SetSynapseMode(SynapseMode.Neutral); if (this.IsSequenceCleared()) { this.AddConsecutiveSequenceClear(); if (this.DoesSequenceHaveRepetitivePositive() == false) { if (this.runningSequenceCoroutine != null) { StopCoroutine(this.runningSequenceCoroutine); } if (this.currentLoadNextSequenceCoroutine != null) { StopCoroutine(this.currentLoadNextSequenceCoroutine); } this.currentLoadNextSequenceCoroutine = StartCoroutine(LoadSequenceOnNextFrame()); } } }
private void RepetitivePositiveHit(SynapseLocation synapseLocation) { this.flashingSynapseHit = true; this.allSynapses[synapseLocation].Illuminator.OnSynapseTouched(SynapseMode.RepetitivePositive); CameraShaker.Instance.ShakeOnce(1f, 2f, 0.1f, 0.1f); }
private void NeutralHit(SynapseLocation synapseLocation) { CameraShaker.Instance.ShakeOnce(4f, 1f, 0.3f, 0.3f); }
private void OneTimePositiveHit(SynapseLocation synapseLocation) { this.allSynapses[synapseLocation].SetSynapseMode(SynapseMode.Neutral); this.allSynapses[synapseLocation].Illuminator.OnSynapseTouched(SynapseMode.OneTimePositive); CameraShaker.Instance.ShakeOnce(1f, 2f, 0.1f, 0.1f); }
private void DisplayRepetitivePositiveHitEffect(SynapseLocation synapseLocation) { CameraShaker.Instance.ShakeOnce(1f, 2f, 0.1f, 0.1f); }
private void ProcessRepetitivePositiveHit(SynapseLocation synapseLocation) { this.goodHitSound.Play(); this.ScorePositiveHit(); }
private void ProcessNeutralHit(SynapseLocation synapseLocation) { this.ScoreNeutralHit(); }