// Use this for initialization
 void awake()
 {
     if (m_GameInstanceData == null)
     {
         m_GameInstanceData = new HoldValue();
     }
 }
    public static HoldValue GetGrobal()
    {
        if (m_GameInstanceData == null)
        {
            m_GameInstanceData = new HoldValue();
        }

        return m_GameInstanceData;
    }
示例#3
0
    IEnumerator HoldBallCoroutine()
    {
        yield return(new WaitForSecondsRealtime(0.5f));

        while (HoldValue != 26)
        {
            HoldValue            += 1;
            TextAndShadow[0].text = "Power: " + HoldValue.ToString();
            TextAndShadow[1].text = "Power: " + HoldValue.ToString();
            yield return(new WaitForSecondsRealtime(0.5f));
        }
        TextAndShadow[0].text = "Power: ???";
        TextAndShadow[1].text = "Power: ???";
    }
示例#4
0
    IEnumerator Toss()
    {
        Checking = true;
        if (HoldValue != PowerNeeded + 1)
        {
            IncorrectAnswer = true;
        }
        Audio.PlaySoundAtTransform(SFX[0].name, transform);
        AbleToHillBall = false;
        Debug.LogFormat("[Hole in One #{0}] You hit the ball with a power level of {1}", moduleId, HoldValue != 27 ? HoldValue.ToString() : "???");
        BallHold.GetComponent <KMSelectable>().AddInteractionPunch(((float)HoldValue / 10f));
        BallHold.SetActive(false);
        yield return(new WaitForSecondsRealtime(3f));

        if (IncorrectAnswer)
        {
            Debug.LogFormat("[Hole in One #{0}] You did something incorrectly. The module striked and performed a reset.", moduleId);
            Audio.PlaySoundAtTransform(SFX[3].name, transform);
            yield return(new WaitForSecondsRealtime(0.75f));

            Module.HandleStrike();
            HoldValue             = 0;
            TextAndShadow[0].text = "Power: 0";
            TextAndShadow[1].text = "Power: 0";
            BallHold.SetActive(true);
            Clicked         = false;
            IncorrectAnswer = false;
            Start();
            Proceed();
        }

        else
        {
            Debug.LogFormat("[Hole in One #{0}] You did everything correctly. The module solved.", moduleId);
            Audio.PlaySoundAtTransform(SFX[2].name, transform);
            yield return(new WaitForSecondsRealtime(0.75f));

            Audio.PlaySoundAtTransform(SFX[1].name, transform);
            Module.HandlePass();
            TextAndShadow[0].text = "Hole In One";
            TextAndShadow[1].text = "Hole In One";
        }
        Checking = false;
    }