SceneController.cs
unknown
plain_text
9 months ago
3.0 kB
8
Indexable
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using TMPro;
public class SceneController : MonoBehaviour
{
public const int gridRows = 2;
public const int gridCols = 4;
public const float offsetX = 4f;
public const float offsetY = 5f;
[SerializeField] private MainCard originalCard;
[SerializeField] private Sprite[] images;
private void Start()
{
Vector3 startPos = originalCard.transform.position; //The position of the first card. All other cards are offset from here.
int[] numbers = { 0, 0, 1, 1, 2, 2, 3, 3 };
numbers = ShuffleArray(numbers); //This is a function we will create in a minute!
for (int i = 0; i < gridCols; i++)
{
for (int j = 0; j < gridRows; j++)
{
MainCard card;
if (i == 0 && j == 0)
{
card = originalCard;
}
else
{
card = Instantiate(originalCard) as MainCard;
}
int index = j * gridCols + i;
int id = numbers[index];
card.ChangeSprite(id, images[id]);
float posX = (offsetX * i) + startPos.x;
float posY = (offsetY * j) + startPos.y;
card.transform.position = new Vector3(posX, posY, startPos.z);
}
}
}
private int[] ShuffleArray(int[] numbers)
{
int[] newArray = numbers.Clone() as int[];
for (int i = 0; i < newArray.Length; i++)
{
int tmp = newArray[i];
int r = Random.Range(i, newArray.Length);
newArray[i] = newArray[r];
newArray[r] = tmp;
}
return newArray;
}
//-------------------------------------------------------------------------------------------------------------------------------------------
private MainCard _firstRevealed;
private MainCard _secondRevealed;
private int _score = 0;
[SerializeField] private TextMeshPro scoreLabel;
public bool canReveal
{
get { return _secondRevealed == null; }
}
public void CardRevealed(MainCard card)
{
if (_firstRevealed == null)
{
_firstRevealed = card;
}
else
{
_secondRevealed = card;
StartCoroutine(CheckMatch());
}
}
private IEnumerator CheckMatch()
{
if (_firstRevealed.id == _secondRevealed.id)
{
_score++;
scoreLabel.text = "Score: " + _score;
}
else
{
yield return new WaitForSeconds(0.5f);
_firstRevealed.Unreveal();
_secondRevealed.Unreveal();
}
_firstRevealed = null;
_secondRevealed = null;
}
}Editor is loading...
Leave a Comment