Пример #1
0
 public void JumpStage2()
 {
     WinEffect.show();
     _tip.sprite = _spriteList[1];
     CrossScene("Wire", _currentGame);
     _currentGame = "Wire";
 }
Пример #2
0
        public override string ToString(Card card, bool capitalize = false)
        {
            StringBuilder toStringBuilder = new StringBuilder();

            if (capitalize)
            {
                toStringBuilder.Append("Flip a coin.");
            }
            else
            {
                toStringBuilder.Append("flip a coin.");
            }

            if (WinEffect == null)
            {
                if (LoseEffect != null)
                {
                    toStringBuilder.Append(" If you lose the coin flip, ");
                    toStringBuilder.Append(LoseEffect.ToString(card, false));
                }
            }
            else
            {
                toStringBuilder.Append(" If you win the coin flip, ");
                toStringBuilder.Append(WinEffect.ToString(card, false));

                if (LoseEffect != null)
                {
                    toStringBuilder.Append(". Otherwise, ");
                    toStringBuilder.Append(LoseEffect.ToString(card, false));
                }
            }

            return(toStringBuilder.ToString());
        }
Пример #3
0
 public void JumpStage3()
 {
     WinEffect.show(Quaternion.Euler(90, 0, 0));
     Camera.main.transform.SetPositionAndRotation(_initPos, _initRot);
     _tip.sprite = _spriteList[2];
     CrossScene("TV", _currentGame);
     _currentGame = "TV";
 }
Пример #4
0
    public void LoadTileAnimations()
    {
        //This function loads all tile animations into the tileEffects map and then hides the visual effects
        //loading all the effects
        HeavyRainEffect rainEffect = GameObject.Find("HeavyRainEffect").GetComponent <HeavyRainEffect>();

        tileEffects.Add("rain", rainEffect);
        FallingObject fallingObject = GameObject.Find("FallingObject").GetComponent <FallingObject>();

        tileEffects.Add("fall", fallingObject);
        RisingObject risingObject = GameObject.Find("JerryCan").GetComponent <RisingObject>();

        tileEffects.Add("jerry", risingObject);
        LeftMovingObject slideObject = GameObject.Find("LeftMovingObject").GetComponent <LeftMovingObject>();

        tileEffects.Add("slide", slideObject);
        SmokeEffect smokeEffect = GameObject.Find("SmokeEffect").GetComponent <SmokeEffect>();

        tileEffects.Add("smoke", smokeEffect);
        LeftMovingObject fishObject = GameObject.Find("FishEffect").GetComponent <LeftMovingObject>();

        tileEffects.Add("fish", fishObject);
        LeftMovingObject screenObject = GameObject.Find("SlidingScreenEffect").GetComponent <LeftMovingObject>();

        tileEffects.Add("screen", screenObject);
        FallingObject soapObject = GameObject.Find("FallingSoapEffect").GetComponent <FallingObject>();

        tileEffects.Add("soap", soapObject);
        WinEffect winEffect = GameObject.Find("WinEffect").GetComponent <WinEffect>();

        tileEffects.Add("win", winEffect);
        LeftMovingObject tongueObject = GameObject.Find("TongueEffect").GetComponent <LeftMovingObject>();

        tileEffects.Add("tongue", tongueObject);


        //resizing and hiding the effects
        foreach (string effect in tileEffects.Keys)
        {
            //set parameters of effects
            float[] animParams = GameData.GetAnimationParams();
            tileEffects[effect].setParameters(animParams[0], animParams[1], animParams[2], animParams[3]);

            //resize effects
            tileEffects[effect].resizeEffect();

            //hide effects
            tileEffects[effect].hideEffect();
        }
    }