// Defines what should happen when balls have been succesfully dispersed private static void OnDispersed() { int index = numberList.GetIndexOfNode(newlyInsertedNode); // Check for combo // Suggestion for improvement: onderstaande functie een array aanleveren zodat je alleen het deel // van de ketting bekijkt waar: // - De bal net is ingekomen // - De delen die niet door dit deel van de ketting worden aangeraakt // worden niet in acht genomen if (numberList.CheckForComboAt(index, target)) { nextBallValue = UnityEngine.Random.Range(NumberList.BOUND_LOW, NumberList.BOUND_HIGH); } nodeDestroyer.DestroyDeadNodes(); // Check win condition if (numberList.nodeLinkedList.Count == 0) { UnityEngine.Debug.Log("GUTTER CLEARED! Game won!"); GameStateManager.SwitchToWon(); return; } GetValidTarget(); // Reset the newly inserted node newlyInsertedNode = null; // Switch the gamestate to resetting GameStateManager.SwitchToResetting(); ScoreAdd.ReduceScore(); }
// Use this for initialization void Start() { _score = GameObject.Find("PoseManager").GetComponent <ScoreAdd>(); _pose = GameObject.Find("PoseManager").GetComponent <PoseManager> (); _Additional = 0; _L_Addscore = false; _R_Addscore = false; _Fadeflag = false; _Fade = false; //_Score = gameObject.GetComponent<Image>(); _Score = gameObject.GetComponent <Text>(); r = _Score.GetComponent <Text>().color.r; g = _Score.GetComponent <Text>().color.g; b = _Score.GetComponent <Text>().color.b; alpha = _Score.GetComponent <Text>().color.a; _Score.text = "PointGet"; _fadeTime = 1.5f; _fiTime = _fadeTime; _foTime = 0.0f; _timer = 0.0f; }
private void Start() { rayLength = nearLength; jumpFlag = false; rigidbody2D = this.GetComponent <Rigidbody2D>(); scoreAdd = GameObject.Find(scoreObj).GetComponent <ScoreAdd>(); highScoreControll = GameObject.Find(rankingText).GetComponent <HighScoreControll>(); nameInput = GameObject.Find(input).GetComponent <NameInput>(); animator = this.gameObject.GetComponent <Animator>(); StartCoroutine(Run(speed)); }
public void CheckButtonPressed() { TextFieldEditableManager.SetUneditable(); DisplayResult.SetShouldDisplayTrue(); timeStamp = Time.time + timeAfterSubmit; submitted = true; if (CheckpointManager.CheckAnswer()) { ScoreAdd.AddCheckpointScore(); } }
public ActionResult Create(ScoreAdd model) { if (!ModelState.IsValid) { return(View(model)); } var service = CreateScoreService(); service.AddScore(model); return(RedirectToAction("Index")); }
public bool AddScore(ScoreAdd model) { var entity = new Score() { OwnerID = _userId, CourseID = model.CourseID, Hole1 = model.Hole1, ParHole1 = model.ParHole1, Hole2 = model.Hole2, ParHole2 = model.ParHole2, Hole3 = model.Hole3, ParHole3 = model.ParHole3, Hole4 = model.Hole4, ParHole4 = model.ParHole4, Hole5 = model.Hole5, ParHole5 = model.ParHole5, Hole6 = model.Hole6, ParHole6 = model.ParHole6, Hole7 = model.Hole7, ParHole7 = model.ParHole7, Hole8 = model.Hole8, ParHole8 = model.ParHole8, Hole9 = model.Hole9, ParHole9 = model.ParHole9, Hole10 = model.Hole10, ParHole10 = model.ParHole10, Hole11 = model.Hole11, ParHole11 = model.ParHole11, Hole12 = model.Hole12, ParHole12 = model.ParHole12, Hole13 = model.Hole13, ParHole13 = model.ParHole13, Hole14 = model.Hole14, ParHole14 = model.ParHole14, Hole15 = model.Hole15, ParHole15 = model.ParHole15, Hole16 = model.Hole16, ParHole16 = model.ParHole16, Hole17 = model.Hole17, ParHole17 = model.ParHole17, Hole18 = model.Hole18, ParHole18 = model.ParHole18, CreatedUtc = DateTimeOffset.Now }; using (var ctx = new ApplicationDbContext()) { ctx.Scores.Add(entity); return(ctx.SaveChanges() == 1); } }
// Destroys dead nodes from the NodeManager public void DestroyDeadNodes() { List <NumberNode> nodesToDestroy = new List <NumberNode>(); // Loop over each node and mark them for destruction foreach (NumberNode node in NodeManager.GetNodes()) { // If node is dead if (!node.alive) { // Mark node eligible for destruction nodesToDestroy.Add(node); ParticlesList.Add(node.transform.position); ScoreAdd.AddScore(10); nodeDestroyedAudio.ShouldPlay = true; } else { // If node is alive, but has reached the end of the gutter if (node.pathFollower.distanceTravelled >= node.pathFollower.pathCreator.path.length) { // Mark node eligible for destruction nodesToDestroy.Add(node); screenShake.CamShake(); healthController.RemoveLife(); GameStateManager.SwitchToMoveBack(); } } } // Destroy nodes that are eligible for destruction // (Do this afterwards to not mess with the array during the foreach loop) foreach (NumberNode node in nodesToDestroy) { ScoreAdd.SetFurthestDistanceTravelled(node.pathFollower.distanceTravelled); NodeManager.RemoveNode(node); Destroy(node.gameObject); } }
// Use this for initialization void Start() { _L_Shoulder = GameObject.Find("Player_LeftHand1"); _L_Elbow = GameObject.Find("Player_LeftHand2"); _L_HipJoint = GameObject.Find("Player_LeftLeg1"); _L_Knee = GameObject.Find("Player_LeftLeg2"); _R_Shoulder = GameObject.Find("Player_RightHand1"); _R_Elbow = GameObject.Find("Player_RightHand2"); _R_HipJoint = GameObject.Find("Player_RightLeg1"); _R_Knee = GameObject.Find("Player_RightLeg2"); _Pose = PoseState.None; _RArm = false; _LHip = false; _score = GetComponent <ScoreAdd>(); _chance = GameObject.Find("Chance").GetComponent <Chance>(); _scores = GameObject.Find("Score").GetComponent <Score>(); _pause_h = GameObject.Find("Pause_H").GetComponent <Pause_H>(); }
private void CellDestroyed(int score, Transform position) { cellCount--; ScoreChanged(score); ScoreAdd go = Instantiate(addScorePrefab, position.position + new Vector3(0, 0, -1), Quaternion.identity, levelHandler); go.scoreText.text = GetSign(score) + score.ToString(); Random.InitState(System.DateTime.Now.Millisecond); float chance = Random.Range(0, 100); if (chance < 20) { Random.InitState(System.DateTime.Now.Millisecond); Instantiate(bonuses[(int)(Random.value * 100) % bonuses.Length], position.position + new Vector3(0, 0, -1), Quaternion.identity, levelHandler); } if (cellCount == 0) { LevelCompleted(); } }
public static void SwitchToWon() { ScoreAdd.AddEndLevelScore(); SceneManager.LoadScene("WinScreen"); }
public static void SwitchToGameover() { ScoreAdd.GameOverScore(); SceneManager.LoadScene("LossScreen"); SetGameState(GameState.GAMEOVER); }
void Start() { ScoreAdd.Start(); textMesh = GetComponent <TextMeshProUGUI>(); }
void Start() { powerup = GameObject.Find("Player").GetComponent <ScoreAdd>(); }
private string scoreObj = "ScoreAdd";// スコアを加算するオブジェクトの名前 private void Awake() { ScoreTxt = this.GetComponent <Text>(); scoreAdd = GameObject.Find(scoreObj).GetComponent <ScoreAdd>(); }