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/*
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http://www.cgsoso.com/forum-211-1.html
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CG搜搜 Unity3d 每日Unity3d插件免费更新 更有VIP资源!
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CGSOSO 主打游戏开发,影视设计等CG资源素材。
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插件如若商用,请务必官网购买!
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daily assets update for try.
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U should buy the asset from home store if u use it in your project!
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*/
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using MS;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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public class GamePlayManager : MonoBehaviour
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{
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public List<Cell> _cellPrefab;
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public Popup menuPopup;
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[Header("GameOver Setting")]
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public Popup gameOverPopup;
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public Text starLevel;
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public Button nextBtn;
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public Button closeBtn;
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public Image fillBar;
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public ParticleSystem goParticle;
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[Header("Layout Setting")]
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public RectTransform _levelContainer;
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public float _space;
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public LevelGroup[] levelGroups;
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public static GamePlayManager instance;
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[HideInInspector]
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public List<Cell> allCellList;
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[HideInInspector]
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public List<Cell> startCellList;
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[HideInInspector]
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public List<Cell> midCellList;
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[HideInInspector]
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public List<Cell> endCellList;
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[HideInInspector]
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public List<Cell> visibleCellList;
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[HideInInspector]
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public bool isGameOver;
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[HideInInspector]
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public bool closeGameOver;
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[HideInInspector]
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public int row;
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[HideInInspector]
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public int column;
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private List<UndoAction> undoList;
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private float startTime;
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private RectTransform rootCanvas;
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private float _levelContainerMaxHeight;
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private Vector3 _levelContainerPosition;
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private bool isRotating;
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private void Awake()
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{
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instance = this;
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}
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private void Start()
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{
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rootCanvas = base.transform.parent.GetComponent<RectTransform>();
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_levelContainerMaxHeight = _levelContainer.rect.height;
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_levelContainerPosition = _levelContainer.localPosition;
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SetupLevel();
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}
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private void ShowMessagePopup()
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{
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int messagePopupIndex = GameManager.currentLevel.messagePopupIndex;
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if (messagePopupIndex != -1)
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{
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MessagePopup.instance.ShowMessage(messagePopupIndex);
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}
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}
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public void SetupLevel()
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{
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isGameOver = false;
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closeGameOver = false;
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MessagePopup.instance.HideAll();
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GameManager.currentLevelGroup = (GameManager.currentLevelGroup ?? levelGroups[GameManager.CurrentLevelGroupIndex]);
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GameManager.CurrentLevelGroupIndex = Array.IndexOf(levelGroups, GameManager.currentLevelGroup);
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GameManager.currentLevel = Resources.Load<Level>(GameManager.currentLevelGroup.ResourcesFolderPath + GameManager.CurrentLevelNo);
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if (GameManager.currentLevel == null)
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{
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UnityEngine.Debug.LogError("Level Not Found at : " + GameManager.currentLevelGroup.ResourcesFolderPath + GameManager.CurrentLevelNo);
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return;
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}
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row = GameManager.currentLevel.row;
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column = GameManager.currentLevel.column;
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float maxCellSize = GameManager.currentLevel.maxCellSize;
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startTime = Time.time;
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undoList = new List<UndoAction>();
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_levelContainer.sizeDelta = new Vector2(rootCanvas.rect.width, _levelContainerMaxHeight);
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float a = Mathf.Min(_levelContainer.rect.width / (float)column, _levelContainer.rect.height / (float)row);
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a = Mathf.Min(a, maxCellSize);
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_levelContainer.sizeDelta = new Vector2((float)column * a, (float)row * a);
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_levelContainer.transform.localPosition = _levelContainerPosition + GameManager.currentLevel.levelContainerDelta * a;
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for (int num = _levelContainer.childCount - 1; num >= 0; num--)
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{
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UnityEngine.Object.Destroy(_levelContainer.GetChild(num).gameObject);
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}
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startCellList = new List<Cell>();
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midCellList = new List<Cell>();
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endCellList = new List<Cell>();
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allCellList = new List<Cell>();
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visibleCellList = new List<Cell>();
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for (int i = 0; i < row; i++)
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{
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for (int j = 0; j < column; j++)
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{
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LevelCellData levelCellData = GameManager.currentLevel.cellList[i * column + j];
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Cell cell = UnityEngine.Object.Instantiate(_cellPrefab[levelCellData.CellIndex], _levelContainer);
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cell.GetComponent<RectTransform>().sizeDelta = Vector2.one * a;
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cell.GetComponent<RectTransform>().anchoredPosition = new Vector2((float)j * a + (float)j * _space, (float)(-i) * a - (float)i * _space);
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cell.name = i + " " + j;
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cell.pos = new Vector2Int(j, i);
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cell.SetLevelData(levelCellData);
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allCellList.Add(cell);
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if (cell.pipeCellType != 0)
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{
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if (cell.pipeCellType == CellType.Start)
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{
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startCellList.Add(cell);
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}
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else if (cell.pipeCellType == CellType.Middle)
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{
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midCellList.Add(cell);
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}
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else
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{
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endCellList.Add(cell);
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}
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visibleCellList.Add(cell);
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}
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}
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}
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GameScene.instance.UpdateUI();
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Timer.Schedule(this, 0.5f, ShowMessagePopup);
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RecursivePipeColors();
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visibleCellList.ForEach(delegate(Cell obj)
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{
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obj.UpdatePipeColor();
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});
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CheckGameOver();
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}
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public void OnButtonClick(Cell c)
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{
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if (!isRotating && !isGameOver)
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{
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undoList.Add(new UndoAction(c, c.RotationValue));
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c.RotationValue++;
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StartCoroutine(RotatePipe(c));
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}
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}
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public void Undo()
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{
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if (!isRotating && undoList != null && undoList.Count != 0)
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{
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UndoAction undoAction = undoList[undoList.Count - 1];
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undoList.RemoveAt(undoList.Count - 1);
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undoAction.cell.RotationValue = undoAction.rotValue;
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StartCoroutine(RotatePipe(undoAction.cell));
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}
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}
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private IEnumerator RotatePipe(Cell c)
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{
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isRotating = true;
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if (c != null)
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{
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c.ApplyRotationOnImage(0.1f);
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}
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RecursivePipeColors();
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yield return new WaitForSeconds(0.1f);
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visibleCellList.ForEach(delegate(Cell obj)
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{
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obj.UpdatePipeColor();
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});
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isRotating = false;
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CheckGameOver();
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}
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private void RecursivePipeColors()
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{
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visibleCellList.ForEach(delegate(Cell obj)
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{
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obj.RemoveAllPipeColor();
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});
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startCellList.ForEach(delegate(Cell cell)
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{
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if (cell.pipeCellType == CellType.Start)
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{
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Cell cell2 = cell.pipes[0].T ? cell.TopCell : (cell.pipes[0].B ? cell.BottomCell : ((!cell.pipes[0].L) ? cell.RightCell : cell.LeftCell));
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Side sourceSide = cell.pipes[0].T ? Side.T : (cell.pipes[0].R ? Side.R : (cell.pipes[0].B ? Side.B : Side.L));
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if (cell2 != null)
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{
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if (sourceSide == Side.L)
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{
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cell.pipes[0].LeftLeak = true;
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cell.pipes[0].Img_1.gameObject.SetActive(true);
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if (cell2.pipes[0].R)
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{
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cell.pipes[0].LeftLeak = false;
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cell.pipes[0].Img_1.gameObject.SetActive(false);
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}
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if (cell2.pipes.Count > 1)
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{
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if (cell2.pipes[1].R)
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{
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cell.pipes[0].LeftLeak = false;
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cell.pipes[0].Img_1.gameObject.SetActive(false);
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}
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}
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}
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else if (sourceSide == Side.B)
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{
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cell.pipes[0].BottomLeak = true;
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cell.pipes[0].Img_1.gameObject.SetActive(true);
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if (cell2.pipes[0].T)
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{
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cell.pipes[0].BottomLeak = false;
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cell.pipes[0].Img_1.gameObject.SetActive(false);
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}
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if (cell2.pipes.Count > 1)
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{
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if (cell2.pipes[1].T)
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{
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cell.pipes[0].BottomLeak = false;
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cell.pipes[0].Img_1.gameObject.SetActive(false);
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}
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}
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}
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else if (sourceSide == Side.T)
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{
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cell.pipes[0].TopLeak = true;
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cell.pipes[0].Img_1.gameObject.SetActive(true);
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if (cell2.pipes[0].B)
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{
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cell.pipes[0].TopLeak = false;
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cell.pipes[0].Img_1.gameObject.SetActive(false);
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}
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if (cell2.pipes.Count > 1)
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{
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if (cell2.pipes[1].B)
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{
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cell.pipes[0].TopLeak = false;
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cell.pipes[0].Img_1.gameObject.SetActive(false);
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}
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}
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}
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else if (sourceSide == Side.R)
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{
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cell.pipes[0].RightLeak = true;
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cell.pipes[0].Img_1.gameObject.SetActive(true);
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if (cell2.pipes[0].L)
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{
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cell.pipes[0].RightLeak = false;
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cell.pipes[0].Img_1.gameObject.SetActive(false);
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}
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if (cell2.pipes.Count > 1)
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{
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if (cell2.pipes[1].L)
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{
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cell.pipes[0].RightLeak = false;
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cell.pipes[0].Img_1.gameObject.SetActive(false);
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}
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}
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}
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cell2.FillColor(new List<PipeColor> { cell.defaultColor }, cell, sourceSide);
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}
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else
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{
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cell.pipes[0].Img_1.gameObject.SetActive(true);
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}
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}
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});
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}
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public void GiveHint()
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{
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for (int i = 0; i < GameManager.currentLevelGroup.NoOfHint; i++)
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{
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List<Cell> list = visibleCellList.FindAll((Cell obj) => !obj.IsHint && !obj.redundant && !obj.IsInRighRotation());
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|
|
|
if (list != null && list.Count > 0)
|
|
|
|
|
{
|
|
|
|
|
list[UnityEngine.Random.Range(0, list.Count)].IsHint = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
StartCoroutine(RotatePipe(null));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void CheckGameOver()
|
|
|
|
|
{
|
|
|
|
|
isGameOver = IsGameOver();
|
|
|
|
|
if (isGameOver)
|
|
|
|
|
{
|
|
|
|
|
List<Cell> list = midCellList.FindAll((Cell x) => !x.HasAnyColor());
|
|
|
|
|
foreach (Cell item in list)
|
|
|
|
|
{
|
|
|
|
|
item.transform.SetSiblingIndex(base.transform.childCount - 1);
|
|
|
|
|
Rigidbody2D rigidbody2D = item.gameObject.AddComponent<Rigidbody2D>();
|
|
|
|
|
rigidbody2D.gravityScale = 1.2f;
|
|
|
|
|
rigidbody2D.AddForce(Quaternion.Euler(0f, 0f, UnityEngine.Random.Range(-30, 30)) * Vector3.up * 300f);
|
|
|
|
|
}
|
|
|
|
|
bool flag = list.Count > 0;
|
|
|
|
|
float num = 0.7f;
|
|
|
|
|
if (flag)
|
|
|
|
|
{
|
|
|
|
|
num += 0.6f;
|
|
|
|
|
}
|
|
|
|
|
Compliment.Type complimentType = GameManager.currentLevel.complimentType;
|
|
|
|
|
if (complimentType != 0)
|
|
|
|
|
{
|
|
|
|
|
num += 0.6f;
|
|
|
|
|
Compliment.instance.Show(complimentType);
|
|
|
|
|
}
|
|
|
|
|
StartCoroutine(ShowingGameOver(num));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public bool IsGameOver()
|
|
|
|
|
{
|
|
|
|
|
foreach (Cell endCell in endCellList)
|
|
|
|
|
{
|
|
|
|
|
if (endCell.defaultColor != ColorManager.MixPipeColor(endCell.pipes[0].fillColor))
|
|
|
|
|
{
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
foreach (Cell visibleCell in visibleCellList)
|
|
|
|
|
{
|
|
|
|
|
foreach (Pipe pipe in visibleCell.pipes)
|
|
|
|
|
{
|
|
|
|
|
if (((visibleCell.pipeCellType != CellType.Start && visibleCell.pipeCellType != CellType.End) ? ColorManager.MixPipeColor(pipe.fillColor) : visibleCell.defaultColor) != 0)
|
|
|
|
|
{
|
|
|
|
|
if ((pipe.L && visibleCell.LeftCell == null) || (pipe.R && visibleCell.RightCell == null) || (pipe.T && visibleCell.TopCell == null) || (pipe.B && visibleCell.BottomCell == null))
|
|
|
|
|
{
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
if ((pipe.L && !visibleCell.LeftCell.HasSide(Side.R)) || (pipe.R && !visibleCell.RightCell.HasSide(Side.L)) || (pipe.T && !visibleCell.TopCell.HasSide(Side.B)) || (pipe.B && !visibleCell.BottomCell.HasSide(Side.T)))
|
|
|
|
|
{
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private IEnumerator ShowingGameOver(float delay)
|
|
|
|
|
{
|
|
|
|
|
MessagePopup.instance.HideAll();
|
|
|
|
|
yield return new WaitForSeconds(delay);
|
|
|
|
|
starLevel.text = GameManager.StarLevel + string.Empty;
|
|
|
|
|
fillBar.fillAmount = GameManager.StarLevelProgress;
|
|
|
|
|
nextBtn.onClick.RemoveAllListeners();
|
|
|
|
|
if (GameManager.currentLevelGroup.TotalLevel > GameManager.CurrentLevelNo)
|
|
|
|
|
{
|
|
|
|
|
nextBtn.onClick.AddListener(delegate
|
|
|
|
|
{
|
|
|
|
|
gameOverPopup.Close();
|
|
|
|
|
Sound.instance.PlayButton();
|
|
|
|
|
GameManager.CurrentLevelNo++;
|
|
|
|
|
SetupLevel();
|
|
|
|
|
});
|
|
|
|
|
nextBtn.GetComponentInChildren<Text>().text = "NEXT";
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
nextBtn.onClick.AddListener(delegate
|
|
|
|
|
{
|
|
|
|
|
gameOverPopup.Close();
|
|
|
|
|
closeGameOver = true;
|
|
|
|
|
GameScene.instance.OnBackBtn();
|
|
|
|
|
});
|
|
|
|
|
nextBtn.GetComponentInChildren<Text>().text = "BACK";
|
|
|
|
|
}
|
|
|
|
|
nextBtn.interactable = false;
|
|
|
|
|
closeBtn.interactable = false;
|
|
|
|
|
gameOverPopup.Open();
|
|
|
|
|
yield return new WaitForSeconds(0.5f);
|
|
|
|
|
if (GameManager.currentLevelGroup.CompletedLevel < GameManager.CurrentLevelNo)
|
|
|
|
|
{
|
|
|
|
|
int sl = GameManager.StarLevel;
|
|
|
|
|
for (int i = 0; i < GameManager.currentLevelGroup.StarXPReward; i++)
|
|
|
|
|
{
|
|
|
|
|
GameManager.AddStar(1);
|
|
|
|
|
starLevel.text = GameManager.StarLevel + string.Empty;
|
|
|
|
|
if (fillBar.fillAmount > GameManager.StarLevelProgress)
|
|
|
|
|
{
|
|
|
|
|
while (fillBar.fillAmount < 1f)
|
|
|
|
|
{
|
|
|
|
|
fillBar.fillAmount += 0.01f;
|
|
|
|
|
yield return new WaitForSeconds(0.01f);
|
|
|
|
|
}
|
|
|
|
|
fillBar.fillAmount = 0f;
|
|
|
|
|
}
|
|
|
|
|
while (fillBar.fillAmount < GameManager.StarLevelProgress)
|
|
|
|
|
{
|
|
|
|
|
fillBar.fillAmount += 0.01f;
|
|
|
|
|
yield return new WaitForSeconds(0.01f);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (sl < GameManager.StarLevel)
|
|
|
|
|
{
|
|
|
|
|
goParticle.gameObject.SetActive(value: true);
|
|
|
|
|
goParticle.Emit(30);
|
|
|
|
|
GameManager.Coin += UnityEngine.Random.Range(30, 45);
|
|
|
|
|
GameScene.instance.UpdateUI();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
nextBtn.interactable = true;
|
|
|
|
|
closeBtn.interactable = true;
|
|
|
|
|
GameManager.currentLevelGroup.SetLevelCompleted(GameManager.CurrentLevelNo, Time.time - startTime);
|
|
|
|
|
if(AdmobController.isInterAdAvailable)
|
|
|
|
|
IronSource.Agent.showInterstitial();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void NextGame()
|
|
|
|
|
{
|
|
|
|
|
if (GameManager.CurrentLevelNo > GameManager.currentLevelGroup.CompletedLevel)
|
|
|
|
|
{
|
|
|
|
|
if (GameManager.Coin < GameConfig.instance.numCoinForSkipGame)
|
|
|
|
|
{
|
|
|
|
|
Toast.instance.ShowMessage("You don't have enough coins");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
GameManager.Coin -= GameConfig.instance.numCoinForSkipGame;
|
|
|
|
|
GameManager.currentLevelGroup.SetLevelCompleted(GameManager.CurrentLevelNo, Time.time - startTime);
|
|
|
|
|
}
|
|
|
|
|
menuPopup.Close();
|
|
|
|
|
Sound.instance.PlayButton();
|
|
|
|
|
if (GameManager.currentLevelGroup.TotalLevel > GameManager.CurrentLevelNo)
|
|
|
|
|
{
|
|
|
|
|
Timer.Schedule(this, 0.8f, delegate
|
|
|
|
|
{
|
|
|
|
|
GameManager.CurrentLevelNo++;
|
|
|
|
|
SetupLevel();
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
GameScene.instance.OnBackBtn();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|