public void CreateNewGem(GameObject oldGem) { int whichGem = GetRandomGemType(); CreateCubeAt(oldGem.transform.position.x, gameVars.getYSpawnPosition(oldGem.transform.position.x), whichGem); gameVars.AddScore(); if (gameOver) { gameVars.UpdateGameOverText(); } //Destroy(oldGem); oldGem.GetComponent <GemController>().Destroy(); doUpdateStuff = MonitorGameVelocity; }
void MonitorGameVelocity() //Monitor last created gem's velocity - allow clicking again when landed, reset spawn array (upwards from board), go back to no bonus scoring //Designed For the scoring game { if (fullList[fullList.Count - 1].gameObject.GetComponent <Rigidbody>().velocity.y > 0.0f) { gameVars.ResetSpawnArray(); gameVars.SetRegularScore(); if (!gameOver) { gemClick = GemClicked; doUpdateStuff = null; } } }
void Awake() { if (gemsPrefabs == null || gemsPrefabs.Count < 5) { Debug.Log("Warning not enough prefabs set"); } if (SceneManager.GetActiveScene().name == "FacebookGameScene" || SceneManager.GetActiveScene().name == "FreeplayGameScene") { gemClick = GemClicked; gemDeath = CreateNewGem; gameVars = gameObject.GetComponent <GameVariables>(); } doUpdateStuff = null; }