示例#1
0
    IEnumerator DisplayReplace(Transform disp)
    {
        Vector3 oldPos = disp.position;

        yield return(new WaitForSeconds(0.3f));

        StartCoroutine(Fading.FadeSprite(1f, 0f, 0.15f, disp.GetComponent <SpriteRenderer>()));
        while (!UniMath.ApproximatelyEqual(disp.position.x, 5.5f, 0.1f))
        {
            disp.Translate(Vector3.right * 0.1f, Space.World);
            yield return(new WaitForFixedUpdate());
        }
        yield return(new WaitUntil(() => GridGenerator.checkGrid == false));                    //this will execute only when all electrons will have died

        disp.GetComponent <SpriteRenderer>().color  = Color.white;
        disp.GetComponent <SpriteRenderer>().sprite = displayOff;
        float curvel = 0f;

        while (!UniMath.ApproximatelyEqual(disp.position.x, 4.5f, 0.001f))
        {
            disp.position = new Vector3(Mathf.SmoothDamp(disp.position.x, oldPos.x, ref curvel, 0.2f), disp.position.y);
            yield return(new WaitForFixedUpdate());
        }
    }
示例#2
0
 public void FadeButton(SpriteRenderer r)
 {
     StartCoroutine(Fading.FadeSprite(1f, 0f, 0.1f, r));
 }
示例#3
0
    public void CheckForCurcuit(Vector3 lastPt)
    {
        bool pathWasFound = false;

        for (int i = 0; i < elements.Length; i++)                                                               //for every element in level
        {
            if (elements[i].GetInstanceID() != this.GetInstanceID() && elementCanBeUsed[i])                     //if this element wasn't used and it is not the same element that has this script
            {
                for (int j = 0; j < elements[i].connectionsPts.Length; j++)                                     //we need to check all connection points of that element
                {
                    for (int k = 0; k < connectionsPts.Length; k++)                                             //and compare with points of element that has this script
                    {
                        if (UniMath.ApproximatelyEqual(elements[i].connectionsPts[j], connectionsPts[k], 0.1f)) //float equality
                        {
                            if (!UniMath.ApproximatelyEqual(lastPt, connectionsPts[k], 0.1f))                   //check if we're not "going backwards" to the same point that we found before
                            {
                                if (elements[i].isDisplay)                                                      //if it is a display, turn it on
                                {
                                    elements[i].GetComponent <SpriteRenderer>().sprite = displayOn;
                                    ui.displaysRemain--;
                                    ui.AddComboDisplay();
                                    StartCoroutine(DisplayReplace(elements[i].transform));
                                    StartCoroutine(elements[i].MoveElectron(lastPt, elements[i].connectionsPts[j], null, this.transform.position));
                                    pathWasFound = true;
                                }
                                else if (elements[i].isPower)
                                {
                                    elements[i].GetComponent <SpriteRenderer>().sprite = powerOn;
                                    StartCoroutine(elements[i].PowersourcesCooldown());
                                    StartCoroutine(elements[i].MoveElectron(lastPt, elements[i].connectionsPts[j], null, this.transform.position));
                                    pathWasFound = true;
                                }
                                else                                                                    //continue search
                                {
                                    elementCanBeUsed[i] = false;                                        //we can't use founded element no more (to prevent short curcuits (and stack overflows :D))
                                    StartCoroutine(elements[i].MoveElectron(lastPt, elements[i].connectionsPts[j], elements[i], this.transform.position));
                                    if (!elements[i].isPower)
                                    {
                                        StartCoroutine(Fading.FadeSprite(1f, 0f, 0.15f, elements[i].GetComponent <SpriteRenderer>(), 0.5f, false));
                                        GridGenerator.grid[(int)Mathf.Round(elements[i].transform.position.x + 2.5f), (int)Mathf.Round(elements[i].transform.position.y + 4f)] = null;
                                    }
                                    pathWasFound = true;
                                }
                            }
                        }
                    }
                }
            }
        }
        if (!pathWasFound)
        {
            if (UniMath.ApproximatelyEqual(lastPt, connectionsPts[0]))
            {
                StartCoroutine(MoveElectron(lastPt, connectionsPts[1], null, this.transform.position));
            }
            else
            {
                StartCoroutine(MoveElectron(lastPt, connectionsPts[0], null, this.transform.position));
            }
        }
    }