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using System;
using UnityEngine;
public class SortMinigame : Minigame
{
public SortGameObject[] Objects;
public BoxCollider2D AnimalBox;
public BoxCollider2D PlantBox;
public BoxCollider2D MineralBox;
private Controller myController = new Controller();
public void Start()
{
this.Objects.Shuffle<SortGameObject>();
for (int i = 0; i < this.Objects.Length; i++)
{
this.Objects[i].transform.localPosition = new Vector3(Mathf.Lerp(-2f, 2f, (float)i / ((float)this.Objects.Length - 1f)), FloatRange.Next(-1.75f, -1f), -1f);
}
}
public void Update()
{
if (this.amClosing != Minigame.CloseState.None)
{
return;
}
this.myController.Update();
for (int i = 0; i < this.Objects.Length; i++)
{
SortGameObject sortGameObject = this.Objects[i];
switch (this.myController.CheckDrag(sortGameObject.Collider, false))
{
case DragState.Dragging:
{
Vector2 dragPosition = this.myController.DragPosition;
sortGameObject.Collider.attachedRigidbody.position = dragPosition;
break;
}
case DragState.Released:
{
bool flag = true;
for (int j = 0; j < this.Objects.Length; j++)
{
SortGameObject sortGameObject2 = this.Objects[j];
switch (sortGameObject2.MyType)
{
case SortGameObject.ObjType.Plant:
flag &= sortGameObject2.Collider.IsTouching(this.PlantBox);
break;
case SortGameObject.ObjType.Mineral:
flag &= sortGameObject2.Collider.IsTouching(this.MineralBox);
break;
case SortGameObject.ObjType.Animal:
flag &= sortGameObject2.Collider.IsTouching(this.AnimalBox);
break;
}
}
if (flag)
{
this.MyTask.Complete();
base.StartCoroutine(base.CoStartClose(0.75f));
}
break;
}
}
}
}
}
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