// FixedUpdate is called 30 times a second void FixedUpdate() { if (Touched()) { if (counter > touchframe + 30) { touchframe = counter; } } if (counter < touchframe + 30) { if (counter < touchframe + 15) { transform.position = transform.TransformPoint(0f, 0f, -0.01f); } if (counter >= touchframe + 15) { transform.position = transform.TransformPoint(0f, 0f, 0.01f); } } if (Touched() && counter > lastTouch + 30) // Next question signal { if (!(currentQuestion + 1 > TextParsing.getQuestions().Length)) { currentQuestion += 1; } lastTouch = counter; Bubble.bubbled = false; Bubble2.bubbled = false; Bubble3.bubbled = false; Bubble4.bubbled = false; Bubble5.bubbled = false; resetCorrectness(); } GameObject.Find("Question Num").GetComponent <TextMesh>().text = currentQuestion.ToString(); counter++; }
// FixedUpdate is called 30 times a second void FixedUpdate() { if (n == 15) // Should be in start, but need to delay this and I'm a bad programmer { gameQuestion = GameObject.Find("Question"); gameA = GameObject.Find("Answer A"); gameB = GameObject.Find("Answer B"); gameC = GameObject.Find("Answer C"); gameD = GameObject.Find("Answer D"); gameE = GameObject.Find("Answer E"); questions = TextParsing.getQuestions(); allAnswers = TextParsing.getAnswers(); resetText(); } if (n > 15) { if (currentQuestion != CurrentQuestionHandler.getCurrentQuestion()) { resetText(); } currentQuestion = CurrentQuestionHandler.getCurrentQuestion(); } n++; }
void Start() { if (manager == null) { DontDestroyOnLoad(gameObject); manager = this; } else { Destroy(gameObject); } TextAssets = Resources.LoadAll <TextAsset>("Factions/"); FactionGameObjects = new List <GameObject>(); GameObject UnitPrefab = Resources.Load <GameObject>("Prefabs/UnitPrefab"); GameObject HeroPrefab = Resources.Load <GameObject>("Prefabs/HeroPrefab"); GameObject SpecialPrefab = Resources.Load <GameObject>("Prefabs/SpecialPrefab"); foreach (TextAsset t in TextAssets) { List <GameObject> g = TextParsing.ParseText(t.text); for (int i = 0; i < 1; i++) { foreach (GameObject go in g) { FactionGameObjects.Add(go); Faction f = go.GetComponent <Faction>(); foreach (Card c in f.Cards) { GameObject wrapper; GameObject wrapper2; if (c.Special) { //instantiate special prefab wrapper = Instantiate(SpecialPrefab, player1Half.Deck.transform); wrapper2 = Instantiate(SpecialPrefab, player2Half.Deck.transform); } else if (((UnitCard)c).Hero) { //instantiate hero prefab wrapper = Instantiate(HeroPrefab, player1Half.Deck.transform); wrapper2 = Instantiate(HeroPrefab, player2Half.Deck.transform); } else //regular unit { //instantiate unit prefab wrapper = Instantiate(UnitPrefab, player1Half.Deck.transform); wrapper2 = Instantiate(UnitPrefab, player2Half.Deck.transform); } //CardGO wrapper = new GameObject().AddComponent<CardGO>(); CardGO cardGO = wrapper.GetComponent <CardGO>(); CardGO cardGO2 = wrapper2.GetComponent <CardGO>(); cardGO.SetCard(c); cardGO2.SetCard(c); //RectTransform rect = wrapper.GetComponent<RectTransform>(); //rect.pivot = new Vector2(0.5f, 0.5f); //rect.anchoredPosition = new Vector2(0.5f, 0.5f); //rect.offsetMax = new Vector2(0.5f, 0.5f); //rect.offsetMin = new Vector2(0.5f, 0.5f); //rect.position = Vector2.zero; player1Half.Deck.AddCard(cardGO); player2Half.Deck.AddCard(cardGO2); wrapper.SetActive(false); wrapper2.SetActive(false); } Faction.CloneTo(f, gameObject); } } foreach (GameObject go in g) { Destroy(go); } } int[] deck = new int[] { 1, 3, 6, 9, 10, 14, 18, 11, 11, 12, 12, 13, 100, 101, 101, 102, 102, 102, 103, 103, 106, 107, 108, 109, 119, 121, 122, 122 }; //PlayerOnesTurn = (Random.Range(0, 2) == 1) ? true : false; PlayerOnesTurn = true; //set up board InitialiseZone(player1Half, true); InitialiseZone(player2Half, false); weather.Type = Zone.Types.Weather; weather.VisibleTo = Zone.IsVisibleTo.Both; highlightedZones = new List <Zone>(); StartCoroutine(DrawCards()); }