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using UnityEngine;
using System.Collections;
using UnityEngine.UI; // Required when Using UI elements.
using System.Collections.Generic;
public class PinchZoom : MonoBehaviour
{
public Canvas canvas;
static public float canH;
public Camera cam;
//gambiarra é muito mais inteligente que encontrar soluções. PET - 2017
public Button extra;
public Button transp;
public Image imagem;
// heh ¬u¬
public Button[] butt = new Button[9];
//a escala normal dos botões vem dessa variável
Vector3 tam;
float tamanho;
float prevTouchDeltaMag;
float touchDeltaMag;
float deltaMagnitudeDiff;
float orthoZoomSpeed = 0.5f;// The rate of change of the orthographic size in orthographic mode.
//smaller makes the zoom faster
int DIV = 50;
//O quadrante
int quad = 10;
bool mudou = false;
int quadra;
public int tesouro;
public int pontuacao = 0;
public Text textPontuacao;
//valida a mudança de escala
int validateScale (int button)
{
double x = butt[button].transform.localScale.x - deltaMagnitudeDiff * orthoZoomSpeed/DIV;
if (x >= 1 && x <= 3.5)
return 1;
else if (x < 1)
return 0;
else
return 2;
}
//os quadrantes que não estão sendo tocados voltam pro tamanho original
void tamanhoNormal (int qualMexi)
{
// deltaMagnitudeDiff * orthoZoomSpeed/100 -> cheguei nesse valor com testes.
//é a escala de alteração dos tamanhos dos eixos
for (int i = 0; i < 9; i++)
{
if (i == qualMexi)
butt[i].transform.localScale = ( validateScale(i) == 1)? butt[i].transform.localScale -
new Vector3(deltaMagnitudeDiff * orthoZoomSpeed/DIV,deltaMagnitudeDiff * orthoZoomSpeed/DIV,0) :
( ( validateScale(i) == 0)? tam :butt[i].transform.localScale );
else
butt[i].transform.localScale = tam;
}
}
static int diff = 0;
public int numBotoes;
public List<int> botoesAtivos = new List<int>();
int a1=0,a2=0,a3=0,a4=0,a5=0,a6=0,a7=0,a8=0,a9=0;
void doisBotoes(int b1, int b2)
{
//1x1
butt[b1].GetComponent<RectTransform>().pivot = new Vector2 ((float)1/2, 1);
butt[b1].GetComponent<RectTransform>().anchorMax = new Vector2 ((float)1/2, (float)2/3);
butt[b1].GetComponent<RectTransform>().anchorMin = new Vector2 ((float)1/2, (float)2/3);
//1x2
butt[b2].GetComponent<RectTransform>().pivot = new Vector2 ((float)1/2, 0);
butt[b2].GetComponent<RectTransform>().anchorMax = new Vector2 ((float)1/2, (float)1/12);
butt[b2].GetComponent<RectTransform>().anchorMin = new Vector2 ((float)1/2, (float)1/12);
float canvasH = canvas.GetComponent<RectTransform>().rect.height;
float canvasW = canvas.GetComponent<RectTransform>().rect.width;
tamanho = canvasW/(float)2 < canvasH / 4 ? canvasW/(float)2 : canvasH /4;
for (int i = 0; i < 9; i++)
{
if ((i != b1) && (i != b2))
{
butt[i].GetComponent<RectTransform>().sizeDelta = new Vector2 (0,0);
butt[i].GetComponent<RectTransform>().pivot = new Vector2 (0,0);
butt[i].GetComponent<RectTransform>().anchorMax = new Vector2 (0,0);
butt[i].GetComponent<RectTransform>().anchorMin = new Vector2 (0,0);
butt[i].GetComponent<Image>().sprite = transp.GetComponent<Image>().sprite;
}
else
butt[i].GetComponent<RectTransform>().sizeDelta = new Vector2 (tamanho,tamanho);
}
extra.GetComponent<RectTransform>().sizeDelta = new Vector2 (tamanho, tamanho);
}
void quatroBotoes(int b1,int b2,int b3,int b4)
{
//1x1
butt[b1].GetComponent<RectTransform>().pivot = new Vector2 ((float)1/2, 1);
butt[b1].GetComponent<RectTransform>().anchorMax = new Vector2 ((float)1/4, (float)2/3);
butt[b1].GetComponent<RectTransform>().anchorMin = new Vector2 ((float)1/4, (float)2/3);
//1x2
butt[b2].GetComponent<RectTransform>().pivot = new Vector2 ((float)1/2, 1);
butt[b2].GetComponent<RectTransform>().anchorMax = new Vector2 ((float)3/4, (float)2/3);
butt[b2].GetComponent<RectTransform>().anchorMin = new Vector2 ((float)3/4, (float)2/3);
//2x1
butt[b3].GetComponent<RectTransform>().pivot = new Vector2 ((float)1/2, 0);
butt[b3].GetComponent<RectTransform>().anchorMax = new Vector2 ((float)1/4, (float)0.5/6);
butt[b3].GetComponent<RectTransform>().anchorMin = new Vector2 ((float)1/4, (float)0.5/6);
//2x1
butt[b4].GetComponent<RectTransform>().pivot = new Vector2 ((float)1/2, 0);
butt[b4].GetComponent<RectTransform>().anchorMax = new Vector2 ((float)3/4, (float)0.5/6);
butt[b4].GetComponent<RectTransform>().anchorMin = new Vector2 ((float)3/4, (float)0.5/6);
float canvasH = canvas.GetComponent<RectTransform>().rect.height;
float canvasW = canvas.GetComponent<RectTransform>().rect.width;
tamanho = canvasW/(float)2.5 < canvasH / 4 ? canvasW/(float)2.5 : canvasH / 4;
for (int i = 0; i < 9; i++)
{
if ((i != b1) && (i != b2)&& (i != b3) && (i != b4))
{
butt[i].GetComponent<RectTransform>().sizeDelta = new Vector2 (0,0);
butt[i].GetComponent<RectTransform>().pivot = new Vector2 (0,0);
butt[i].GetComponent<RectTransform>().anchorMax = new Vector2 (0,0);
butt[i].GetComponent<RectTransform>().anchorMin = new Vector2 (0,0);
butt[i].GetComponent<Image>().sprite = transp.GetComponent<Image>().sprite;
}
else
butt[i].GetComponent<RectTransform>().sizeDelta = new Vector2 (tamanho,tamanho);
}
extra.GetComponent<RectTransform>().sizeDelta = new Vector2 (tamanho, tamanho);
}
void seisBotoes(int b1,int b2,int b3,int b4,int b5,int b6)
{
float heightSum = 1.0f/20f;
//1x1
butt[b1].GetComponent<RectTransform>().pivot = new Vector2 ((float)1/2, 1);
butt[b1].GetComponent<RectTransform>().anchorMax = new Vector2 ((float)1/4, (float)2/3+heightSum);
butt[b1].GetComponent<RectTransform>().anchorMin = new Vector2 ((float)1/4, (float)2/3+heightSum);
//1x2
butt[b2].GetComponent<RectTransform>().pivot = new Vector2 ((float)1/2, 1);
butt[b2].GetComponent<RectTransform>().anchorMax = new Vector2 ((float)3/4, (float)2/3+heightSum);
butt[b2].GetComponent<RectTransform>().anchorMin = new Vector2 ((float)3/4, (float)2/3+heightSum);
//2x1
butt[b3].GetComponent<RectTransform>().pivot = new Vector2 ((float)1/2, (float)1/2);
butt[b3].GetComponent<RectTransform>().anchorMax = new Vector2 ((float)1/4, (float)1/3+heightSum);
butt[b3].GetComponent<RectTransform>().anchorMin = new Vector2 ((float)1/4, (float)1/3+heightSum);
//2x2
butt[b4].GetComponent<RectTransform>().pivot = new Vector2 ((float)2/4, (float)1/2);
butt[b4].GetComponent<RectTransform>().anchorMax = new Vector2 ((float)3/4, (float)1/3+heightSum);
butt[b4].GetComponent<RectTransform>().anchorMin = new Vector2 ((float)3/4, (float)1/3+heightSum);
//3x1
butt[b5].GetComponent<RectTransform>().pivot = new Vector2 ((float)2/4, 0);
butt[b5].GetComponent<RectTransform>().anchorMax = new Vector2 ((float)1/4, 0+heightSum);
butt[b5].GetComponent<RectTransform>().anchorMin = new Vector2 ((float)1/4, 0+heightSum);
//3x2
butt[b6].GetComponent<RectTransform>().pivot = new Vector2 ((float)2/4, 0);
butt[b6].GetComponent<RectTransform>().anchorMax = new Vector2 ((float)3/4, 0+heightSum);
butt[b6].GetComponent<RectTransform>().anchorMin = new Vector2 ((float)3/4, 0+heightSum);
float canvasH = canvas.GetComponent<RectTransform>().rect.height;
float canvasW = canvas.GetComponent<RectTransform>().rect.width;
tamanho = canvasW/(float)2.5 < canvasH / 5 ? canvasW/(float)2.5 : canvasH / 5;
for (int i = 0; i < 9; i++)
{
if ((i != b1) && (i != b2)&& (i != b3) && (i != b4)&& (i != b5)&& (i != b6))
{
butt[i].GetComponent<RectTransform>().sizeDelta = new Vector2 (0,0);
butt[i].GetComponent<RectTransform>().pivot = new Vector2 (0,0);
butt[i].GetComponent<RectTransform>().anchorMax = new Vector2 (0,0);
butt[i].GetComponent<RectTransform>().anchorMin = new Vector2 (0,0);
butt[i].GetComponent<Image>().sprite = transp.GetComponent<Image>().sprite;
}
else
butt[i].GetComponent<RectTransform>().sizeDelta = new Vector2 (tamanho,tamanho);
}
extra.GetComponent<RectTransform>().sizeDelta = new Vector2 (tamanho, tamanho);
}
void noveBotoes(int b1,int b2,int b3,int b4,int b5,int b6,int b7,int b8,int b9)
{
float heightSum = 1.0f/20f;
//1x1
butt[b1].GetComponent<RectTransform>().pivot = new Vector2 (0,1);
butt[b1].GetComponent<RectTransform>().anchorMax = new Vector2 (0, (float)2/3+heightSum);
butt[b1].GetComponent<RectTransform>().anchorMin = new Vector2 (0, (float)2/3+heightSum);
//1x2
butt[b2].GetComponent<RectTransform>().pivot = new Vector2 ((float)1/2, 1);
butt[b2].GetComponent<RectTransform>().anchorMax = new Vector2 ((float)1/2, (float)2/3+heightSum);
butt[b2].GetComponent<RectTransform>().anchorMin = new Vector2 ((float)1/2, (float)2/3+heightSum);
//1x3
butt[b3].GetComponent<RectTransform>().pivot = new Vector2 (1, 1);
butt[b3].GetComponent<RectTransform>().anchorMax = new Vector2 (1, (float)2/3+heightSum);
butt[b3].GetComponent<RectTransform>().anchorMin = new Vector2 (1, (float)2/3+heightSum);
//2x1
butt[b4].GetComponent<RectTransform>().pivot = new Vector2 (0, (float)1/2);
butt[b4].GetComponent<RectTransform>().anchorMax = new Vector2 (0, (float)1/3+heightSum);
butt[b4].GetComponent<RectTransform>().anchorMin = new Vector2 (0, (float)1/3+heightSum);
//2x2
butt[b5].GetComponent<RectTransform>().pivot = new Vector2 ((float)1/2, (float)1/2);
butt[b5].GetComponent<RectTransform>().anchorMax = new Vector2 ((float)1/2, (float)1/3+heightSum);
butt[b5].GetComponent<RectTransform>().anchorMin = new Vector2 ((float)1/2, (float)1/3+heightSum);
//2x3
butt[b6].GetComponent<RectTransform>().pivot = new Vector2 (1, (float)1/2);
butt[b6].GetComponent<RectTransform>().anchorMax = new Vector2 (1, (float)1/3+heightSum);
butt[b6].GetComponent<RectTransform>().anchorMin = new Vector2 (1, (float)1/3+heightSum);
//3x1
butt[b7].GetComponent<RectTransform>().pivot = new Vector2 (0, 0);
butt[b7].GetComponent<RectTransform>().anchorMax = new Vector2 (0, 0+heightSum);
butt[b7].GetComponent<RectTransform>().anchorMin = new Vector2 (0, 0+heightSum);
//3x2
butt[b8].GetComponent<RectTransform>().pivot = new Vector2 ((float)1/2, 0);
butt[b8].GetComponent<RectTransform>().anchorMax = new Vector2 ((float)1/2, 0+heightSum);
butt[b8].GetComponent<RectTransform>().anchorMin = new Vector2 ((float)1/2, 0+heightSum);
//3x3
butt[b9].GetComponent<RectTransform>().pivot = new Vector2 (1, 0);
butt[b9].GetComponent<RectTransform>().anchorMax = new Vector2 (1, 0+heightSum);
butt[b9].GetComponent<RectTransform>().anchorMin = new Vector2 (1, 0+heightSum);
// redimensiona os botões com base no tamanho do canvas
float canvasH = canvas.GetComponent<RectTransform>().rect.height;
float canvasW = canvas.GetComponent<RectTransform>().rect.width;
tamanho = canvasW/(float)3.5 < canvasH / 5 ? canvasW/(float)3.5 : canvasH / 5;
for (int i = 0; i < 9; i++)
{
butt[i].GetComponent<RectTransform>().sizeDelta = new Vector2 (tamanho, tamanho);
}
extra.GetComponent<RectTransform>().sizeDelta = new Vector2 (tamanho, tamanho);
}
void adicionaBotoesNaTela (int b1,int b2,int b3,int b4,int b5,int b6,int b7,int b8,int b9)
{
switch (diff)
{
case 1:
case 2:
doisBotoes(b1,b2);
break;
case 3:
case 4:
quatroBotoes(b1,b2,b3,b4);
break;
case 5:
case 6:
case 7:
seisBotoes(b1,b2,b3,b4,b5,b6);
break;
case 8:
case 9:
case 10:
noveBotoes(b1,b2,b3,b4,b5,b6,b7,b8,b9);
break;
}
}
public void Start ()
{
//textPontuacao = this.GetComponent<UnityEngine.UI.Text>();
setPontuacao();
//a orientação deve ser "Portrait" para essa fase
Screen.orientation = ScreenOrientation.Portrait;
//altura do canvas. Uso muitas vezes pelo script
canH = canvas.GetComponent<RectTransform>().rect.height;
//quais botões serão usados na fase
a1=-1;a2=-1;a3=-1;a4=-1;a5=-1;a6=-1;a7=-1;a8=-1;a9=-1;
//dificuldade da fase
diff += diff < 10?1:0;
// inicia pra usar no transform localScale dos botões
tam = butt[0].transform.localScale;
//gambiarra mas funciona
//b é uma lista, dá pra acessar com índice
//Nenhum botão está ativo (-1 indica botão não ativo)
for (int i = 0; i < 10; i++)
{
botoesAtivos.Add(-1);
}
//quantos botões na tela, baseado na dificuldade da fase
switch (diff)
{
case 1:
numBotoes = 2;
break;
case 2:
numBotoes = 2;
break;
case 3:
numBotoes = 4;
break;
case 4:
numBotoes = 4;
break;
case 5:
numBotoes = 6;
break;
case 6:
numBotoes = 6;
break;
case 7:
numBotoes = 6;
break;
case 8:
numBotoes = 9;
break;
case 9:
numBotoes = 9;
break;
case 10:
numBotoes = 9;
break;
}
int k = 0;
int x;
//quais botoes vao ser usados nessa fase?
while (k < numBotoes)
{
//retorna um valor [0,9)
x = Random.Range(0,9);
//se ainda não foi sorteado esse número, coloca ele na lista de botoões que estão ativos
if ( botoesAtivos[x] == -1)
{
botoesAtivos[x]=1;
k++;
if (a1 == -1) a1 = x;
else if (a2 == -1) a2 = x;
else if (a3 == -1) a3 = x;
else if (a4 == -1) a4 = x;
else if (a5 == -1) a5 = x;
else if (a6 == -1) a6 = x;
else if (a7 == -1) a7 = x;
else if (a8 == -1) a8 = x;
else if (a9 == -1) a9 = x;
abreNovaTela.setaImagem(x);
}
}
//coloca os botões na tela
adicionaBotoesNaTela (a1,a2,a3,a4,a5,a6,a7,a8,a9);
//escolhe um dos botões pra ter o tesouro
tesouro = Random.Range(0,numBotoes);
switch (tesouro)
{
case 0:
tesouro = a1;
break;
case 1:
tesouro = a2;
break;
case 2:
tesouro = a3;
break;
case 3:
tesouro = a4;
break;
case 4:
tesouro = a5;
break;
case 5:
tesouro = a6;
break;
case 6:
tesouro = a7;
break;
case 7:
tesouro = a8;
break;
case 8:
tesouro = a9;
break;
}
}
void Update()
{
// If there are two touches on the device...
if (Input.touchCount == 2)
{
// Store both touches.
Touch touchZero = Input.GetTouch(0);
Touch touchOne = Input.GetTouch(1);
double posX = (touchOne.position.x + touchZero.position.x)/2;
double posY = (touchOne.position.y + touchZero.position.y)/2;
// Find the position in the previous frame of each touch.
Vector2 touchZeroPrevPos = touchZero.position - touchZero.deltaPosition;
Vector2 touchOnePrevPos = touchOne.position - touchOne.deltaPosition;
// Find the magnitude of the vector (the distance) between the touches in each frame.
prevTouchDeltaMag = (touchZeroPrevPos - touchOnePrevPos).magnitude;
touchDeltaMag = (touchZero.position - touchOne.position).magnitude;
// Find the difference in the distances between each frame.
deltaMagnitudeDiff = prevTouchDeltaMag - touchDeltaMag;
quad = HandleTwoTouches.quadrante(posX,posY, diff, quad);
//se já não deu zoom em algum. Se tiver dado zoom, aumenta só esse
if(butt[quadra].transform.localScale.x < 1.5 )
switch (quad)
{
case 1:
quadra = a1;
break;
case 2:
quadra = a2;
break;
case 3:
quadra = a3; Debug.Log("Venceu!");
break;
case 4:
quadra = a4;
break;
case 5:
quadra = a5;
break;
case 6:
quadra = a6;
break;
case 7:
quadra = a7;
break;
case 8:
quadra = a8;
break;
case 9:
quadra = a9;
break;
default:
quadra = 10;
break;
}
//se aumento 2x e ainda não mudou de imagem, dá fade out e abre a imagem da ilha
if(butt[quadra].transform.localScale.x > 3 && !mudou)
{
GetComponent<fadeOut>().OnButtonClick(true, quadra);
if (quadra == tesouro)
{
pontuacao++;
Debug.Log("Venceu!");
// Aqui ele converte nossa pontuacao em texto, esse parâmetro "0" indica que não queremos casas decimais
setPontuacao()
}
mudou = true;
}
//se já trocou de imagem e começou a diminuir o zoom, dá fade out e volta pra imagem inicial com botões
else if (butt[quadra].transform.localScale.x <= 3 && mudou)
{
mudou = false;
GetComponent<fadeOut>().OnButtonClick(false, quadra);
}
// If the camera is orthographic...
if (cam.orthographic && (quadra < 10) && (quadra >= 0) )
{
//deixa todos os botões no tamanho normal, menos o que eu dei zoom
tamanhoNormal(quadra);
//uso um botão extra que fica por cima de todos os outros, e seu sprite é o sprite do botão que estão dando zoom
extra.GetComponent<RectTransform>().pivot = butt[quadra].GetComponent<RectTransform>().pivot;
extra.GetComponent<RectTransform>().position = butt[quadra].GetComponent<RectTransform>().position;
extra.transform.localScale = butt[quadra].transform.localScale;
extra.GetComponent<Image>().sprite = butt[quadra].GetComponent<Image>().sprite;
}
}
}
}
void setPontuacao(){
textPontuacao.text = "Pontos: " + pontuacao.ToString();
}