IEnumerator MoveObject(int Num, CoolDown Object) { while (StillHoldOn) { yield return(new WaitForFixedUpdate()); MovableObject.transform.position = Input.mousePosition; } MovableObject.color = whenNotSpawn; float MinDistance = float.MaxValue; Vector2 Minvec = new Vector2(); foreach (Vector2 vec in SpawnPoints) { float Distance = Vector2.Distance(Camera.main.ScreenToWorldPoint(MovableObject.transform.position), vec); if (Distance < MinDistance) { Minvec = vec; MinDistance = Distance; } } if (Object.GetCost() <= CoinSystem.Coin) { CoinSystem.SpawnObject(Object.GetCost()); StartCoroutine(Object.Cooldown()); Instantiate(Characters[Num], Minvec, new Quaternion()); } }
private void HandleShowResult(ShowResult result) { switch (result) { case ShowResult.Finished: Debug.Log("The ad was successfully shown."); // // YOUR CODE TO REWARD THE GAMER // Give coins etc. var bonus = Player.CurrentBonus; switch (bonus) { case Player.AdSelector.Damage: var dmgmodifier = 1.2f; Player.SetModifier(Player.AdSelector.Damage, dmgmodifier, BonusTime); Player.CurrentBonus = Player.AdSelector.Currency; UIManager.CreateNotificications("Congratulations!", "You have gained " + (int)(dmgmodifier * 100 - 100) + "% damage bonus for " + BonusTime / 60 + " minutes!"); break; case Player.AdSelector.Currency: var curmodifier = 1.5f; Player.SetModifier(Player.AdSelector.Currency, curmodifier, BonusTime); Player.CurrentBonus = Player.AdSelector.Damage; UIManager.CreateNotificications("Congratulations!", "You have gained " + (int)(curmodifier * 100 - 100) + "% income bonus for " + BonusTime / 60 + " minutes!"); break; } Timer.Cooldown(BonusTime, Time.time); //burda mı olmalı? break; case ShowResult.Skipped: Debug.Log("The ad was skipped before reaching the end."); Timer.Cooldown(WaitTime, Time.time); //no cooldown if not finished break; case ShowResult.Failed: Debug.LogError("The ad failed to be shown."); Timer.Cooldown(WaitTime, Time.time); //no cooldown if not finished break; } }