示例#1
0
        void Update()
        {
            piecesCount = Slicer2D.GetListCount();

            slicesText.text = "Slices: " + slicesCount + " / " + Levels[currentLevelID].allowedSlices;
            piecesText.text = "Pieces: " + piecesCount + " / " + Levels[currentLevelID].allowedPieces;

            Vector3 pos = Camera.main.transform.position;

            pos.x = pos.x * 0.95f + (float)(currentLevelID * 50f) * 0.05f;
            Camera.main.transform.position = pos;

            if (Slicer2D.GetList().Count < 1)
            {
                return;
            }

            if (slicesCount <= Levels[currentLevelID].allowedSlices && piecesCount == Levels[currentLevelID].allowedPieces)
            {
                foreach (Slicer2D slicer in Slicer2D.GetListCopy())
                {
                    slicer.gameObject.AddComponent <DivideGreenFade>();
                    slicer.enabled = false;

                    garbage.Add(slicer.gameObject);
                }

                DivideUIFade.instance.state = true;
                DivideUIFade.instance.menuObjects[0].SetActive(false);
                DivideUIFade.instance.menuObjects[1].SetActive(false);
                DivideUIFade.instance.menuObjects[2].SetActive(true);
                //currentLevelID++;
                //Levels[currentLevelID].level.SetActive(true);
                //slicesCount = 0;
            }
            else if (slicesCount > Levels[currentLevelID].allowedSlices)
            {
                foreach (Slicer2D slicer in Slicer2D.GetListCopy())
                {
                    DivideGreenFade fade = slicer.gameObject.AddComponent <DivideGreenFade>();
                    fade.fadeTyp   = DivideGreenFade.FadeType.Red;
                    slicer.enabled = false;

                    garbage.Add(slicer.gameObject);
                }

                DivideUIFade.instance.menuObjects[0].SetActive(false);
                DivideUIFade.instance.menuObjects[1].SetActive(true);
                DivideUIFade.instance.menuObjects[2].SetActive(false);
                DivideUIFade.instance.state = true;
            }
        }
示例#2
0
        void Start()
        {
            cooldown = TimerHelper.Create();

            piecesCount = Slicer2D.GetListCount();

            Slicer2D.AddGlobalResultEvent(SliceEvent);

            DivideUIFade.instance.menuObjects[0].SetActive(true);
            DivideUIFade.instance.menuObjects[1].SetActive(false);
            DivideUIFade.instance.menuObjects[2].SetActive(false);

            // LVL 1 : SQUARE
            // 1 Slices
            // 2 Pieces

            // LVL 2 : Triangle
            // 3 Slices
            // 3 Pieces

            // LVL 3 : U Latter
            // 2 Slices
            // 5 Pieces

            // LVL 4 : T Latter
            // 2 Slices
            // 6 Pieces

            // LVL 6 : OMN Latter
            // 3 Slices
            // 8 Pieces

            // LVL 7 : +
            // 4 Slices
            // 10 Pieces

            Slicer2D.AddGlobalResultEvent(GlobalSliceEvent);
        }
        void OnRenderObject()
        {
            Text text = GetComponent <Text> ();

            text.text = "objects " + Slicer2D.GetListCount();
        }