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StackColors in Unity – Pickup Prefab (Lesson 2)

For this lesson, we will be creating the pickup or the color block prefab. This pickup prefab is used for scoring points. We will add some code to this prefab that will change the color of this object on start. the color will be serialized so that we can set the color in the inspector.

PickupStackColor.cs

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PickupStackColor : MonoBehaviour
{
    public int value;
    [SerializeField] Color pickUpColor;

    // Start is called before the first frame update
    void Start()
    {
        Renderer rend = transform.GetChild(0).GetComponent<Renderer>();
        rend.material.SetColor("_Color", pickUpColor);
    }

}
using Photon.Chat;
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class PhotonChatManager : MonoBehaviour, IChatClientListener
{
    #region Setup

    [SerializeField] GameObject joinChatButton;
    ChatClient chatClient;
    bool isConnected;
    [SerializeField] string username;

    public void UsernameOnValueChange(string valueIn)
    {
        username = valueIn;
    }

    public void ChatConnectOnClick()
    {
        isConnected = true;
        chatClient = new ChatClient(this);
        //chatClient.ChatRegion = "US";
        chatClient.Connect(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdChat, PhotonNetwork.AppVersion, new AuthenticationValues(username));
        Debug.Log("Connenting");
    }

    #endregion Setup

    #region General

    [SerializeField] GameObject chatPanel;
    string privateReceiver = "";
    string currentChat;
    [SerializeField] InputField chatField;
    [SerializeField] Text chatDisplay;

    // Start is called before the first frame update
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {
        if (isConnected)
        {
            chatClient.Service();
        }

        if (chatField.text != "" &amp;&amp; Input.GetKey(KeyCode.Return))
        {
            SubmitPublicChatOnClick();
            SubmitPrivateChatOnClick();
        }
    }

    #endregion General

    #region PublicChat

    public void SubmitPublicChatOnClick()
    {
        if (privateReceiver == "")
        {
            chatClient.PublishMessage("RegionChannel", currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    public void TypeChatOnValueChange(string valueIn)
    {
        currentChat = valueIn;
    }

    #endregion PublicChat

    #region PrivateChat

    public void ReceiverOnValueChange(string valueIn)
    {
        privateReceiver = valueIn;
    }

    public void SubmitPrivateChatOnClick()
    {
        if (privateReceiver != "")
        {
            chatClient.SendPrivateMessage(privateReceiver, currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    #endregion PrivateChat

    #region Callbacks

    public void DebugReturn(DebugLevel level, string message)
    {
        //throw new System.NotImplementedException();
    }

    public void OnChatStateChange(ChatState state)
    {
        if(state == ChatState.Uninitialized)
        {
            isConnected = false;
            joinChatButton.SetActive(true);
            chatPanel.SetActive(false);
        }
    }

    public void OnConnected()
    {
        Debug.Log("Connected");
        joinChatButton.SetActive(false);
        chatClient.Subscribe(new string[] { "RegionChannel" });
    }

    public void OnDisconnected()
    {
        isConnected = false;
        joinChatButton.SetActive(true);
        chatPanel.SetActive(false);
    }

    public void OnGetMessages(string channelName, string[] senders, object[] messages)
    {
        string msgs = "";
        for (int i = 0; i &lt; senders.Length; i++)
        {
            msgs = string.Format("{0}: {1}", senders[i], messages[i]);

            chatDisplay.text += "\n" + msgs;

            Debug.Log(msgs);
        }

    }

    public void OnPrivateMessage(string sender, object message, string channelName)
    {
        string msgs = "";

        msgs = string.Format("(Private) {0}: {1}", sender, message);

        chatDisplay.text += "\n " + msgs;

        Debug.Log(msgs);
        
    }

    public void OnStatusUpdate(string user, int status, bool gotMessage, object message)
    {
        throw new System.NotImplementedException();
    }

    public void OnSubscribed(string[] channels, bool[] results)
    {
        chatPanel.SetActive(true);
    }

    public void OnUnsubscribed(string[] channels)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserSubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserUnsubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    #endregion Callbacks
}
Posted on

Make 2048 in Unity – Color Change (Lesson 12)

In this lesson, we are revisiting the 2048 series and showing you how to add color change when the blocks combine.

Unlock Code and Member Content

GameController2048.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using UnityEngine.UI;
using UnityEngine.SceneManagement;

public class GameController2048 : MonoBehaviour
{
    public static GameController2048 instance;
    public static int ticker;

    [SerializeField] GameObject fillPrefab;
    [SerializeField] Cell2048[] allCells;

    public static Action<string> slide;
    public int myScore;
    [SerializeField] Text scoreDisplay;

    int isGameOver;
    [SerializeField] GameObject gameOverPanel;


    public Color[] fillColors;

    [SerializeField] int winningScore;

    [SerializeField] GameObject winningPanel;
    bool hasWon;


    private void OnEnable()
    {
        if(instance == null)
        {
            instance = this;
        }
    }

    // Start is called before the first frame update
    void Start()
    {
        StartSpawnFill();
        StartSpawnFill();
    }

    // Update is called once per frame
    void Update()
    {
        if(Input.GetKeyDown(KeyCode.Space))
        {
            SpawnFill();
        }

        if(Input.GetKeyDown(KeyCode.W))
        {
            ticker = 0;
            isGameOver = 0;
            slide("w");
        }
        if (Input.GetKeyDown(KeyCode.D))
        {
            ticker = 0;
            isGameOver = 0;
            slide("d");
        }
        if (Input.GetKeyDown(KeyCode.S))
        {
            ticker = 0;
            isGameOver = 0;
            slide("s");
        }
        if (Input.GetKeyDown(KeyCode.A))
        {
            ticker = 0;
            isGameOver = 0;
            slide("a");
        }
    }

    public void SpawnFill()
    {
        bool isFull = true;
        for(int i = 0; i < allCells.Length; i++)
        {
            if(allCells[i].fill == null)
            {
                isFull = false;
            }
        }

        if(isFull == true)
        {
            return;
        }

        int whichSpawn = UnityEngine.Random.Range(0, allCells.Length);
        if(allCells[whichSpawn].transform.childCount != 0)
        {
            Debug.Log(allCells[whichSpawn].name + " is already filled");
            SpawnFill();
            return;
        }
        float chance = UnityEngine.Random.Range(0f, 1f);
        Debug.Log(chance);
        if(chance <.2f)
        {
            return;
        }
        else if(chance < .8f)
        {

            GameObject tempFill = Instantiate(fillPrefab, allCells[whichSpawn].transform);
            Debug.Log(2);
            Fill2048 tempFillComp = tempFill.GetComponent<Fill2048>();
            allCells[whichSpawn].GetComponent<Cell2048>().fill = tempFillComp;
            tempFillComp.FillValueUpdate(2);
        }
        else
        {

            GameObject tempFill = Instantiate(fillPrefab, allCells[whichSpawn].transform);
            Debug.Log(4);
            Fill2048 tempFillComp = tempFill.GetComponent<Fill2048>();
            allCells[whichSpawn].GetComponent<Cell2048>().fill = tempFillComp;
            tempFillComp.FillValueUpdate(4);
        }
    }

    public void StartSpawnFill()
    {
        int whichSpawn = UnityEngine.Random.Range(0, allCells.Length);
        if (allCells[whichSpawn].transform.childCount != 0)
        {
            Debug.Log(allCells[whichSpawn].name + " is already filled");
            SpawnFill();
            return;
        }
       

            GameObject tempFill = Instantiate(fillPrefab, allCells[whichSpawn].transform);
            Debug.Log(2);
            Fill2048 tempFillComp = tempFill.GetComponent<Fill2048>();
            allCells[whichSpawn].GetComponent<Cell2048>().fill = tempFillComp;
            tempFillComp.FillValueUpdate(2);
        
    }

    public void ScoreUpdate(int scoreIn)
    {
        myScore += scoreIn;
        scoreDisplay.text = myScore.ToString();
    }

    public void GameOverCheck()
    {
        isGameOver++;
        if(isGameOver >= 16)
        {
            gameOverPanel.SetActive(true);
        }
    }

    public void Restart()
    {
        SceneManager.LoadScene(0);
    }

   public void WinningCheck(int highestFill)
    {
        if (hasWon)
            return;

        if(highestFill == winningScore)
        {
            winningPanel.SetActive(true);
            hasWon = true;
        }
    }

    public void KeepPlaying()
    {
        winningPanel.SetActive(false);
    }

}

Fill2048.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class Fill2048 : MonoBehaviour
{
    public int value;
    [SerializeField] Text valueDisplay;
    [SerializeField] float speed;

    bool hasCombine;

    Image myImage;

   

    public void FillValueUpdate(int valueIn)
    {
        value = valueIn;
        valueDisplay.text = value.ToString();

        int colorIndex = GetColorIndex(value);
        Debug.Log(colorIndex + " color index");
        myImage = GetComponent<Image>();
        myImage.color = GameController2048.instance.fillColors[colorIndex];
    }

    int GetColorIndex(int valueIn)
    {
        int index = 0;
        while(valueIn != 1)
        {
            index++;
            valueIn /= 2;
        }

        index--;
        return index;
    }

    private void Update()
    {
        if(transform.localPosition != Vector3.zero)
        {
            hasCombine = false;
            transform.localPosition = Vector3.MoveTowards(transform.localPosition, Vector3.zero, speed * Time.deltaTime);
        }
        else if(hasCombine == false)
        {
            if(transform.parent.GetChild(0) != this.transform)
            {
                Destroy(transform.parent.GetChild(0).gameObject);
            }
            hasCombine = true;
        }
    }

    public void Double()
    {
        value *= 2;
        GameController2048.instance.ScoreUpdate(value);
        valueDisplay.text = value.ToString();

        int colorIndex = GetColorIndex(value);
        Debug.Log(colorIndex + " color index");

        myImage.color = GameController2048.instance.fillColors[colorIndex];

        GameController2048.instance.WinningCheck(value);
    }
}
using Photon.Chat;
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class PhotonChatManager : MonoBehaviour, IChatClientListener
{
    #region Setup

    [SerializeField] GameObject joinChatButton;
    ChatClient chatClient;
    bool isConnected;
    [SerializeField] string username;

    public void UsernameOnValueChange(string valueIn)
    {
        username = valueIn;
    }

    public void ChatConnectOnClick()
    {
        isConnected = true;
        chatClient = new ChatClient(this);
        //chatClient.ChatRegion = "US";
        chatClient.Connect(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdChat, PhotonNetwork.AppVersion, new AuthenticationValues(username));
        Debug.Log("Connenting");
    }

    #endregion Setup

    #region General

    [SerializeField] GameObject chatPanel;
    string privateReceiver = "";
    string currentChat;
    [SerializeField] InputField chatField;
    [SerializeField] Text chatDisplay;

    // Start is called before the first frame update
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {
        if (isConnected)
        {
            chatClient.Service();
        }

        if (chatField.text != "" &amp;&amp; Input.GetKey(KeyCode.Return))
        {
            SubmitPublicChatOnClick();
            SubmitPrivateChatOnClick();
        }
    }

    #endregion General

    #region PublicChat

    public void SubmitPublicChatOnClick()
    {
        if (privateReceiver == "")
        {
            chatClient.PublishMessage("RegionChannel", currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    public void TypeChatOnValueChange(string valueIn)
    {
        currentChat = valueIn;
    }

    #endregion PublicChat

    #region PrivateChat

    public void ReceiverOnValueChange(string valueIn)
    {
        privateReceiver = valueIn;
    }

    public void SubmitPrivateChatOnClick()
    {
        if (privateReceiver != "")
        {
            chatClient.SendPrivateMessage(privateReceiver, currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    #endregion PrivateChat

    #region Callbacks

    public void DebugReturn(DebugLevel level, string message)
    {
        //throw new System.NotImplementedException();
    }

    public void OnChatStateChange(ChatState state)
    {
        if(state == ChatState.Uninitialized)
        {
            isConnected = false;
            joinChatButton.SetActive(true);
            chatPanel.SetActive(false);
        }
    }

    public void OnConnected()
    {
        Debug.Log("Connected");
        joinChatButton.SetActive(false);
        chatClient.Subscribe(new string[] { "RegionChannel" });
    }

    public void OnDisconnected()
    {
        isConnected = false;
        joinChatButton.SetActive(true);
        chatPanel.SetActive(false);
    }

    public void OnGetMessages(string channelName, string[] senders, object[] messages)
    {
        string msgs = "";
        for (int i = 0; i &lt; senders.Length; i++)
        {
            msgs = string.Format("{0}: {1}", senders[i], messages[i]);

            chatDisplay.text += "\n" + msgs;

            Debug.Log(msgs);
        }

    }

    public void OnPrivateMessage(string sender, object message, string channelName)
    {
        string msgs = "";

        msgs = string.Format("(Private) {0}: {1}", sender, message);

        chatDisplay.text += "\n " + msgs;

        Debug.Log(msgs);
        
    }

    public void OnStatusUpdate(string user, int status, bool gotMessage, object message)
    {
        throw new System.NotImplementedException();
    }

    public void OnSubscribed(string[] channels, bool[] results)
    {
        chatPanel.SetActive(true);
    }

    public void OnUnsubscribed(string[] channels)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserSubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserUnsubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    #endregion Callbacks
}