public void SetSafeText() { int num1 = (int)(GameManage.playerSafe / 10); NumberObj num = safeText[0].GetComponent <NumberObj>(); num.SetNumber(num1); int num2 = GameManage.playerSafe % 10; num = safeText[1].GetComponent <NumberObj>(); num.SetNumber(num2); }
public void setMagicText() { int num1 = (int)(GameManage.magicCount / 10); NumberObj num = magicText[0].GetComponent <NumberObj>(); num.SetNumber(num1); int num2 = GameManage.magicCount % 10; num = magicText[1].GetComponent <NumberObj>(); num.SetNumber(num2); num = magicText[2].GetComponent <NumberObj>(); num.SetNumber(GameManage.magicLevel2 - 1); }
public void moveSybomNumber(NumberObj tempObj) { this.actionControl = true; if (this.sybomList.Count <NumberObj>() > 0) { this.movingValue = new Vector2(1.1f, -2.2f); Tweener t = DOTween.To(() => this.movingValue, delegate(Vector2 x1) { this.movingValue = x1; }, new Vector2(tempObj.transform.position.x, tempObj.transform.position.y), 0.3f); Sequence expr_77 = DOTween.Sequence(); expr_77.Append(t); expr_77.OnComplete(new TweenCallback(this.OnComplete1)); } }
public void AddNumber(float x, float y) { if (this.sybomList.Count == 0) { UnityEngine.Debug.Log("游戏已经失败!!!"); return; } for (int i = 0; i < 5; i++) { for (int j = 0; j < 5; j++) { NumberObj numberObj = this.numberArry[i, j]; if (numberObj.transform.position.x == x && numberObj.transform.position.y == y) { numberObj.transform.SetAsFirstSibling(); this.currentChooseObj = numberObj; this.moveSybomNumber(numberObj); break; } } } }
public bool Fill() { bool result = false; for (int i = 1; i < 5; i++) { for (int j = 0; j < 5; j++) { NumberObj numberObj = this.numberArry[j, i]; if (numberObj.CanMove()) { NumberObj numberObj2 = this.numberArry[j, i - 1]; if (numberObj2.Type == Game.NumType.EMPTY) { numberObj.Move(j, i - 1, this.filleTime); this.numberArry[j, i - 1] = numberObj; this.numberArry[j, i] = numberObj2; result = true; } } } } for (int k = 0; k < 5; k++) { NumberObj numberObj3 = this.numberArry[k, 4]; if (numberObj3.Type == Game.NumType.EMPTY) { UnityEngine.Object.Destroy(numberObj3.gameObject); GameObject gameObject = UnityEngine.Object.Instantiate <GameObject>(this.numberPrefabDict[Game.NumType.NORMAL], this.GetNumPos((float)k, 5f), Quaternion.identity); gameObject.transform.SetParent(base.transform.Find("img_box").transform); this.numberArry[k, 4] = gameObject.GetComponent <NumberObj>(); this.numberArry[k, 4].Init(k, 5, this, Game.NumType.NORMAL); this.numberArry[k, 4].Move(k, 4, this.filleTime); this.numberArry[k, 4].NumberComponent.SetNumber((NumberControl.NmberDigit)UnityEngine.Random.Range(0, this.RandMaxNum)); result = true; } } return(result); }
public List <NumberObj> MatchNumber(NumberObj number, int posX, int posY) { if (number.Type != Game.NumType.NORMAL && number.CanSetNumber()) { return(null); } NumberControl.NmberDigit number2 = number.NumberComponent.Number1; List <NumberObj> list = new List <NumberObj>(); List <NumberObj> list2 = new List <NumberObj>(); List <NumberObj> list3 = new List <NumberObj>(); list.Add(number); for (int i = 0; i <= 1; i++) { for (int j = 1; j < 5; j++) { int num; if (i == 0) { num = posX - j; } else { num = posX + j; } if (num < 0 || num >= 5 || !this.numberArry[num, posY].CanSetNumber() || this.numberArry[num, posY].NumberComponent.Number1 != number2) { break; } list.Add(this.numberArry[num, posY]); } } if (list.Count >= 3) { for (int k = 0; k < list.Count; k++) { for (int l = 0; l <= 1; l++) { for (int m = 0; m < 5; m++) { int num2; if (l == 0) { num2 = posY - m; } else { num2 = posY + m; } if (num2 < 0 || num2 >= 5 || !this.numberArry[list[k].X, num2].CanSetNumber() || this.numberArry[list[k].X, num2].NumberComponent.Number1 != number2) { break; } list2.Add(this.numberArry[list[k].X, num2]); } } if (list2.Count <NumberObj>() >= 2) { for (int n = 0; n < list2.Count <NumberObj>(); n++) { list3.Add(list2[n]); } break; } list2.Clear(); } } for (int num3 = 0; num3 < list.Count <NumberObj>(); num3++) { list3.Add(list[num3]); } list2.Add(number); for (int num4 = 0; num4 <= 1; num4++) { for (int num5 = 1; num5 < 5; num5++) { int num6; if (num4 == 0) { num6 = posY - num5; } else { num6 = posY + num5; } if (num6 < 0 || num6 >= 5 || !this.numberArry[posX, num6].CanSetNumber() || this.numberArry[posX, num6].NumberComponent.Number1 != number2) { break; } list2.Add(this.numberArry[posX, num6]); } } if (list2.Count <NumberObj>() >= 3) { for (int num7 = 0; num7 < list2.Count <NumberObj>(); num7++) { for (int num8 = 0; num8 <= 1; num8++) { for (int num9 = 1; num9 < 5; num9++) { int num10; if (num8 == 0) { num10 = posX - num9; } else { num10 = posX + num9; } if (num10 < 0 || num10 >= 5 || !this.numberArry[num10, list2[num7].Y].CanSetNumber() || this.numberArry[num10, list2[num7].Y].NumberComponent.Number1 != number2) { break; } list.Add(this.numberArry[num10, list2[num7].Y]); } } if (list.Count <NumberObj>() >= 2) { for (int num11 = 0; num11 < list.Count <NumberObj>(); num11++) { list3.Add(list[num11]); } break; } list.Clear(); } } for (int num12 = 0; num12 < list2.Count <NumberObj>(); num12++) { list3.Add(list2[num12]); } if (list3.Count <NumberObj>() > 3) { return(list3); } return(null); }