Пример #1
0
 void Win1()
 {
     Player _player = GameScene.gameScene.player.GetComponent<Player>();
     if(_player.GetComponent<Translation>().AtDestination() )
     {
         m_winSequence = new WinSequence(Win2);
     }
 }
Пример #2
0
    void Win1()
    {
        float _rankPercent = (float)m_totalScore / (float)m_rankingScore;

        if (_rankPercent >= 0 && _rankPercent <= 0.2f) m_rank.text = " D";
        if (_rankPercent >= 0.2f && _rankPercent <= 0.6f) m_rank.text = " C";
        if (_rankPercent >= 0.6f && _rankPercent < 1.0f) m_rank.text = " B";
        if (_rankPercent >= 1.0f) m_rank.text = " A";

        m_winSequence = new WinSequence(Win2);
    }
Пример #3
0
 void Win0()
 {
     Player _player = GameScene.gameScene.player.GetComponent<Player>();
     if (_player.IsOnGround() )
     {
         Vector2 _pos = _player.transform.position;
         Vector2 _dest = new Vector2(_pos.x, _pos.y + 2.0f);
         _player.GetComponent<Translation>().SetTranslate(_pos, _dest);
         m_winSequence = new WinSequence(Win1);
     }
 }
Пример #4
0
    void Win0()
    {
        timer += Time.deltaTime;
        if (timer >= delay && m_count < DataControl.control.levelData.scoreSoulFragments)
        {
            GameObject soulFragment = (GameObject)Instantiate(p_soulFragment, p_player.transform.position, p_player.transform.rotation);
            soulFragment.GetComponent<Translation>().SetTranslate(transform.position, m_percentage.transform.position);
            timer = 0;
            m_count += 1;

            m_totalScore += 15 * m_count;
        }

        if (m_count >= DataControl.control.levelData.scoreSoulFragments)
        {
            m_winSequence = new WinSequence(Win1);
        }
    }
Пример #5
0
 // Use this for initialization
 void Start()
 {
     m_totalScore = DataControl.control.levelData.score;
     m_winSequence = new  WinSequence( Win0);
 }
Пример #6
0
    void Win2()
    {
        timer += Time.deltaTime;
        Player _player = GameScene.gameScene.player.GetComponent<Player>();

        if (timer >= delay && m_count < nDATACONTROL.DataControl.control.levelData.scoreSoulFragments)
        {
            float radius = 15.0f;
            float _xRand = Random.RandomRange(-1.0f, 1.0f);
            float _yRand = Random.RandomRange(-1.0f, 1.0f);

            GameObject soulFragment = (GameObject)Instantiate(p_soulFragment, _player.transform.position, _player.transform.rotation);
            soulFragment.GetComponent<Translation>().SetTranslate(soulFragment.transform.position, transform.position);
            soulFragment.GetComponent<Translation>().m_velocity = new Vector2(_xRand * radius, _yRand * radius);
            timer = 0;
            m_count += 1;
        }

        if (m_count >= nDATACONTROL.DataControl.control.levelData.scoreSoulFragments)
            m_winSequence = new WinSequence(Win3 );
    }
Пример #7
0
 // Use this for initialization
 void Start()
 {
     m_winSequence = new WinSequence(Win0 );
 }
Пример #8
0
 void Win3()
 {
     Player _player = GameScene.gameScene.player.GetComponent<Player>();
     _player.SetState(nENTITY.State.ALIVE, ref _player.m_state);
     _player.disableControl = false;
     FollowCamera.control.gameObject.GetComponent<FollowCamera>().followObject = goal;
     goal.GetComponent<Goal>().OpenDoor();
     m_winSequence = new WinSequence(WinEnd);
 }