-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathPinSetter.cs
69 lines (56 loc) · 1.48 KB
/
PinSetter.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class PinSetter : MonoBehaviour {
public GameObject pinSet;
private Animator animator;
private Pin[] pins;
private PinCounter pinCounter;
// Use this for initialization
void Start () {
animator = GetComponent<Animator>();
pins = GameObject.FindObjectsOfType<Pin>();
pinCounter = GameObject.FindObjectOfType<PinCounter>();
}
// Update is called once per frame
void Update () {
}
void OnTriggerExit(Collider collider){
Pin exitingPin = collider.gameObject.GetComponentInParent<Pin>();
if(exitingPin){
exitingPin.DestroyPin();
}
}
public void SetTidyTrigger(){
animator.SetTrigger("tidyTrigger");
}
public void SetResetTrigger(){
animator.SetTrigger("resetTrigger");
}
public void RaisePins(){
// Raise standing pins only
foreach(Pin pin in pins){
pin.Raise();
}
}
public void LowerPins(){
foreach(Pin pin in pins){
pin.Lower();
}
}
public void RenewPins(){
// Instantiate New Pins
Instantiate(pinSet, new Vector3(0f, 1.5f, 0f), Quaternion.identity);
}
public void AnimateAction(ActionMaster.Action action){
if(action == ActionMaster.Action.Tidy){
SetTidyTrigger();
} else if(action == ActionMaster.Action.EndTurn || action == ActionMaster.Action.Reset){
SetResetTrigger();
pinCounter.Reset();
} else if(action == ActionMaster.Action.EndGame){
throw new UnityException("Don't know how to end game yet");
}
}
}