Unity_2lab/2/Assets/Scripts/SceneController.cs
lapich_valya 20db1a4c3a all lab 2
сделала всю лабу из методички
2025-09-23 02:18:45 +03:00

78 lines
2.5 KiB
C#

using UnityEngine;
using System.Collections;
public class SceneController : MonoBehaviour {
public const int gridRows = 2;
public const int gridCols = 4;
public const float offsetX = 2f;
public const float offsetY = 2.5f;
private MemoryCard _firstRevealed;
private MemoryCard _secondRevealed;
private int _score = 0;
[SerializeField] private MemoryCard originalCard;
[SerializeField] private Sprite[] images;
[SerializeField] private TextMesh scoreLabel;
void Start() {
Vector3 startPos = originalCard.transform.position;
int[] numbers = {0, 0, 1, 1, 2, 2, 3, 3};
numbers = ShuffleArray(numbers);
for (int i = 0; i < gridCols; i++) {
for (int j = 0; j < gridRows; j++) {
MemoryCard card;
if (i == 0 && j == 0) {
card = originalCard;
} else {
card = Instantiate(originalCard) as MemoryCard;
}
int index = j * gridCols + i;
int id = numbers[index];
card.SetCard(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;
}
public bool canReveal
{
get { return _secondRevealed == null; }
}
public void CardRevealed(MemoryCard 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(.5f);
_firstRevealed.Unreveal();
_secondRevealed.Unreveal();
}
_firstRevealed = null;
_secondRevealed = null;
}
public void Restart() {
Application.LoadLevel("SampleScene");
}
}