// Use this for initialization void Start() { startButton.ChangeVisibility(true); if (Application.platform != RuntimePlatform.WebGLPlayer) { quitButton.ChangeVisibility(true); } SceneManager.LoadSceneAsync("Options", LoadSceneMode.Additive); }
void Collapse() { ProgressManager.Instance.level = 0; collapsed = true; playerAnimator.speed = 1f; playerAnimator.SetTrigger("end"); face.Emote(Face.Emotion.Sad); text1.Show(); text2.Show(); menuButton.GetComponent <BoxCollider2D> ().size = menuButton.GetComponent <BoxCollider2D> ().size; menuButton.ChangeVisibility(true); }
void DelayedDisplayText() { buttonToShow.ChangeVisibility(true); infoDimmerAnim.Show(); infoTextAnim.Show(); cam.Shake(0.15f, 0.15f); cam.Chromate(0.75f, 0.1f); if (currentTurn == 1) { AudioManager.Instance.PlayEffectAt(15, Vector3.zero, 0.5f); } else { AudioManager.Instance.PlayEffectAt(8, Vector3.zero, 0.5f); } quitButton.ChangeVisibility(true); }
public void Calculate() { if (matrixArea.CardCount() > 0 && operatorArea.CardCount() > 0) { cam.BaseEffect(); CancelInvoke("HintOrTaunt"); locked = true; Card c = matrixArea.PopCard(); Card oc = operatorArea.PopCard(); int op = oc.GetOperation(); if (op == 0) { resultMatrix.Add(c.GetMatrix()); } if (op == 1) { resultMatrix.Subtract(c.GetMatrix()); } if (op == 2) { resultMatrix.Multiply(c.GetMatrix()); } EffectManager.Instance.AddEffect(0, c.transform.position); EffectManager.Instance.AddEffect(0, oc.transform.position); Destroy(c.gameObject); Destroy(oc.gameObject); handArea.SpawnCards(1, 1); calcButton.ChangeVisibility(false); int winner = resultMatrix.CheckLines(playerNum, opponentNum); roundEnded = false; if (winner != -1 && currentTurn == 0) { playerBlock.face.Emote(Face.Emotion.Happy); opponentBlock.face.Emote(Face.Emotion.Sad); roundEnded = true; DisplayText("You win!", nextButton, 1f); } if (winner != -1 && currentTurn == 1) { opponentBlock.face.Emote(Face.Emotion.Happy); playerBlock.face.Emote(Face.Emotion.Sad); roundEnded = true; DisplayText("You lose!", retryButton, 1f); } turnNumber++; currentTurn = (currentTurn + 1) % 2; // currentTurn = 0; // always player turn if (!roundEnded) { UpdateTurnIndicators(); AudioManager.Instance.Highpass(currentTurn == 1); } else { turnIndicators [0].Hide(); turnIndicators [1].Hide(); } if (turnNumber >= 4 && currentTurn == 0) { ProgressManager.Instance.SpaceTutorial(); } CancelInvoke("HintOrTaunt"); if (currentTurn == 0 && !roundEnded) { bubble.CheckQueuedMessages(); Invoke("HintOrTaunt", Random.Range(5f, 20f)); } if (currentTurn == 1 && !roundEnded) { OpponentTurn(); } if (!roundEnded) { locked = false; } else { AudioManager.Instance.Highpass(true); } } }