Solid
How do I use Solid
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
Line | Code | Ex.. |
---|---|---|
140 | if(this.options.board_type == "Solid Cube") { | 1 |
220 | if (GUILayout.Toggle (this.board_type == "Solid Cube", "Solid Cube", currentGUISkin.toggle)) { | 2 |
File name: GameControllerScript.cs
Copy
138 private int getInitialBlockNumber(int x, int y, int z) {
139
140 if(this.options.board_type == "Solid Cube") {
141 return -1;
142 }
143
144 if(this.options.board_type == "Hollow Cube") { //hollow cube
145 if(x == 1 && y == 1 && z == 1) {
146 return -2;
147 }
148 else {
149 return -1;
150 }
151 }
152
153 if(this.options.board_type == "Box Outline") { //box outline
154 if(x == 1 && y == 1) {
155 return -2;
156 }
157 if(x == 1 && z == 1) {
158 return -2;
159 }
160 if(y ==1 && z == 1) {
161 return -2;
162 }
163 else {
164 return -1;
165 }
166 }
167
168 if(this.options.board_type == "Four Walls") {
169 if(x == 1 && z == 1) {
170 return -2;
171 }
172 else {
173 return -1;
174 }
175 }
176
177 //default is no corners
178 if(this.options.board_type == "No Corners/Center") {
179 if(x==1 && y==1 && z==1) {
180 return -2;
181 }
182 else if(x == 1 || y == 1 || z == 1) {
183 return -1;
184 }
185 else {
186 return -2;
187 }
188 }
189
190 //default is no corners
191 //if(this.options.board_type == "No Corners") {
192 if(x == 1 || y == 1 || z == 1) {
193 return -1;
194 }
195 else {
196 return -2;
197 }
198 //}
199
200
201
202 }
File name: OptionsScript.cs
Copy
168 void OnGUI() {
169 if (this.gameScript.gameView == "options") {
170 this.gameScript.mainCamera.transform.eulerAngles = new Vector3 (120, 23, 0);
171
172 GUI.skin = this.gameScript.currentGUISkin;
173
174 //check to see if any options changed
175 if (previous_use_0 != use_0) {
176 this.setOption ("use_0", this.use_0);
177 GameControllerScript.performRestart = true;
178 }
179
180 if (this.previous_board_type != this.board_type) {
181 this.setOption ("board_type", this.board_type);
182 GameControllerScript.performRestart = true;
183 }
184
185 if (previous_play_sounds != play_sounds) {
186 this.setOption ("play_sounds", this.play_sounds);
187 }
188
189 if (this.previous_timer_duration != this.timer_duration) {
190 this.setOption ("timer_duration", this.timer_duration);
191 GameControllerScript.performRestart = true;
192 }
193
194
195
196 //set the label
197 GUILayout.Label ("Options", "BigLabel");
198
199 scrollPosition = GUILayout.BeginScrollView(scrollPosition, GUILayout.Width(Screen.width), GUILayout.Height(Mathf.Ceil(Screen.height * .80f)));
200
201
202
203 //Sounds
204 GUILayout.BeginHorizontal ();
205 if (GUILayout.Toggle (this.play_sounds, "Play Sounds", currentGUISkin.toggle)) {
206 this.play_sounds = true;
207 }
208 else {
209 this.play_sounds = false;
210 }
211 GUILayout.Label ( "Play Sounds", "ToggleLabel");
212 GUILayout.EndHorizontal();
213
214
215 GUILayout.Label ("WARNING! Changing any of the following options will cause the game to reset!", "ToggleLabelWarning");
216
217 GUILayout.Label ("Game Board Type", "Subheader");
218 //Game Board Type
219 GUILayout.BeginHorizontal ();
220 if (GUILayout.Toggle (this.board_type == "Solid Cube", "Solid Cube", currentGUISkin.toggle)) {
221 this.board_type = "Solid Cube";
222 }
223 GUILayout.Label ( "Solid Cube (27 Blocks)", "ToggleLabel");
224 GUILayout.EndHorizontal();
225
226
227 GUILayout.BeginHorizontal ();
228 if (GUILayout.Toggle (this.board_type == "Hollow Cube", "Hollow Cube", currentGUISkin.toggle)) {
229 this.board_type = "Hollow Cube";
230 }
231 GUILayout.Label ( "Hollow Cube (26 Blocks)", "ToggleLabel");
232 GUILayout.EndHorizontal();
233
234
235 GUILayout.BeginHorizontal ();
236 if (GUILayout.Toggle (this.board_type == "Four Walls", "Four Walls", currentGUISkin.toggle)) {
237 this.board_type = "Four Walls";
238 }
239 GUILayout.Label ( "Four Walls (24 Blocks)", "ToggleLabel");
240 GUILayout.EndHorizontal();
241
242
243 GUILayout.BeginHorizontal ();
244 if (GUILayout.Toggle (this.board_type == "Box Outline", "Box Outline", currentGUISkin.toggle)) {
245 this.board_type = "Box Outline";
246 }
247 GUILayout.Label ( "Cube Outline (20 Blocks)", "ToggleLabel");
248 GUILayout.EndHorizontal();
249
250
251
252 GUILayout.BeginHorizontal ();
253 if (GUILayout.Toggle (this.board_type == "No Corners", "No Corners", currentGUISkin.toggle)) {
254 this.board_type = "No Corners";
255 }
256 GUILayout.Label ( "No Corners (19 Blocks)", "ToggleLabel");
257 GUILayout.EndHorizontal();
258
259
260 GUILayout.BeginHorizontal ();
261 if (GUILayout.Toggle (this.board_type == "No Corners/Center", "No Corners/Center", currentGUISkin.toggle)) {
262 this.board_type = "No Corners/Center";
263 }
264 GUILayout.Label ( "No Corners/Center (18 Blocks)", "ToggleLabel");
265 GUILayout.EndHorizontal();
266
267
268 //TIMER OPTIONS ####################################################
269 GUILayout.Label ("Timer", "Subheader");
270
271 foreach (int i in this.GetTimerDurationTimes())
272 {
273 GUILayout.BeginHorizontal ();
274 if (GUILayout.Toggle (this.timer_duration == i, "", currentGUISkin.toggle)) {
275 this.timer_duration = i;
276 }
277 GUILayout.Label (TimerDurationToString (i), "ToggleLabel");
278 GUILayout.EndHorizontal();
279 }
280
281
282
283
284 //Other OPTIONS ####################################################
285 GUILayout.Label ("Block Numbers", "Subheader");
286
287 //Use Zeros
288 GUILayout.BeginHorizontal ();
289 if (GUILayout.Toggle (use_0, "Use 0s (Note: Changing this will reset the current game!)", currentGUISkin.toggle)) {
290 use_0 = true;
291 }
292 else {
293 use_0 = false;
294 }
295 GUILayout.Label ( "Use Zeros", "ToggleLabel");
296 GUILayout.EndHorizontal();
297
298
299
300 foreach (Touch touch in Input.touches) {
301 if (touch.phase == TouchPhase.Moved)
302 {
303 // dragging
304 scrollPosition.y += touch.deltaPosition.y;
305 }
306 }
307
308 GUILayout.EndScrollView();
309
310 if (GUILayout.Button ("Return to Menu", "Button")) {
311 gameScript.gameView = "menu";
312 }
313 }
314 }
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