void Update()
    {
        //if (Input.touchCount > 0 && !locked) //SEM SIMULADOR
        if (!locked)
        {
            if (transform.position.x != initialPosition.x && initialPosition.y != transform.position.y)
            {
                transform.localScale = new Vector3(xN, yN, z);
            }
            else
            {
                transform.localScale = new Vector3(x, y, z);
            }
            //Touch touch = Input.GetTouch(0);//simulatess();//Input.GetTouch(0); SEM SIMULADOR
            Touch touch = simulatess();//Input.GetTouch(0); SEM SIMULADOR

            Vector2 touchPos = Camera.main.ScreenToWorldPoint(touch.position);
            switch (touch.phase)
            {
            case TouchPhase.Began:
                if (GetComponent <Collider2D>() == Physics2D.OverlapPoint(touchPos))
                {
                    //Debug.Log(slider);
                    deltaX = touchPos.x - transform.position.x;
                    deltaY = touchPos.y - transform.position.y;
                }
                break;

            case TouchPhase.Moved:

                if (GetComponent <Collider2D>() == Physics2D.OverlapPoint(touchPos))
                {
                    if (gameController.lockKK == 0)
                    {
                        gameController.lockKK = 4;
                    }
                    else if (gameController.lockKK == 4)
                    {
                        transform.position = new Vector3(touchPos.x - deltaX, touchPos.y - deltaY, z);
                        this.GetComponent <SpriteRenderer>().sortingOrder = 7;
                    }
                    else
                    {
                        gameController.resizeColiderMin(this.GetComponent <BoxCollider2D>());
                    }
                }
                break;

            case TouchPhase.Ended:
                if (place != null && place.tag != "ok" && (Mathf.Abs(transform.position.x - place.position.x) <= 1.0f &&
                                                           Mathf.Abs(transform.position.y - place.position.y) <= 1.0f))
                {
                    transform.position   = new Vector3(place.position.x, place.position.y, z);
                    locked               = true;
                    transform.localScale = new Vector3(x, y, z);
                    gameController.addRight();
                    gameController.playFx(fxLetra);
                    place.tag = "ok";
                    place     = null;
                }
                else if (place2 != null && place2.tag != "ok" && (Mathf.Abs(transform.position.x - place2.position.x) <= 1.0f &&
                                                                  Mathf.Abs(transform.position.y - place2.position.y) <= 1.0f))
                {
                    transform.position   = new Vector3(place2.position.x, place2.position.y, z);
                    locked               = true;
                    transform.localScale = new Vector3(x, y, z);
                    gameController.addRight();
                    gameController.playFx(fxLetra);
                    place2.tag = "ok";
                    place2     = null;
                }
                else
                {
                    if (initialPosition.x != transform.position.x)
                    {
                        transform.position = new Vector3(initialPosition.x, initialPosition.y, z);

                        gameController.addError();
                    }
                }
                gameController.lockKK = 0;
                gameController.resizeColiderMax(this.GetComponent <BoxCollider2D>(), this.GetComponent <SpriteRenderer>());
                break;
            }
        }
    }
Beispiel #2
0
    void Update()
    {
        //if (Input.touchCount > 0 && !locked) //SEM SIMULADOR
        if (!locked)
        {
            //Debug.Log("Opaaa");

            if (transform.position.x != initialPosition.x && initialPosition.y != transform.position.y)
            {
                transform.localScale = new Vector3(xN, yN);
                this.GetComponent <SpriteRenderer>().sortingOrder = 11;
            }
            else
            {
                this.GetComponent <Renderer>().sortingOrder = 10;
                transform.localScale = new Vector2(x, y);
            }
            //Touch touch = Input.GetTouch(0);//simulatess();//Input.GetTouch(0); SEM SIMULADOR
            Touch touch = simulatess();//Input.GetTouch(0); SEM SIMULADOR

            Vector2 touchPos = Camera.main.ScreenToWorldPoint(touch.position);
            switch (touch.phase)
            {
            case TouchPhase.Began:
                if (!estaArrastando)
                {
                    //StartCoroutine("waith2S");
                    estaArrastando = true;
                    //print("COMEÇO ESTATA ARRASTANDO O "+ letraMove);
                    if (GetComponent <Collider2D>() == Physics2D.OverlapPoint(touchPos))
                    {
                        //Debug.Log(slider);
                        deltaX = touchPos.x - transform.position.x;
                        deltaY = touchPos.y - transform.position.y;
                    }
                }
                break;

            case TouchPhase.Moved:


                //print("COMEÇO ESTATA ARRASTANDO O "+ letraMove);
                if (GetComponent <Collider2D>() == Physics2D.OverlapPoint(touchPos))
                {
                    transform.position = new Vector2(touchPos.x - deltaX, touchPos.y - deltaY);
                }
                break;

            case TouchPhase.Ended:
                estaArrastando = false;
                if (letraPlace != null && (Mathf.Abs(transform.position.x - letraPlace.transform.position.x) <= 2.0f &&
                                           Mathf.Abs(transform.position.y - letraPlace.transform.position.y) <= 2.0f))
                {
                    transform.position   = new Vector2(letraPlace.transform.position.x, letraPlace.transform.position.y);
                    locked               = true;
                    transform.localScale = new Vector2(x, y);
                    letraPlace.SetActive(false);
                    this.GetComponent <Renderer>().sortingOrder = 10;
                    this.GetComponent <BoxCollider2D>().enabled = false;
                    gameController.addRight();
                    //gameController.playFx(fxLetra);
                    print("DESATIVAR O PLACE " + letraMove);
                }
                else if (letraPlace != null && (Mathf.Abs(transform.position.x - letraPlace.transform.position.x) <= 2.0f &&
                                                Mathf.Abs(transform.position.y - letraPlace.transform.position.y) <= 2.0f))
                {
                    transform.position   = new Vector2(letraPlace.transform.position.x, letraPlace.transform.position.y);
                    locked               = true;
                    transform.localScale = new Vector2(x, y);
                    letraPlace.SetActive(false);
                    this.GetComponent <Renderer>().sortingOrder = 10;
                    this.GetComponent <BoxCollider2D>().enabled = false;
                    gameController.addRight();
                    //gameController.playFx(fxLetra);
                }
                else
                {
                    //Debug.Log(initialPosition.x + "-" + initialPosition.y);
                    if (initialPosition.x != transform.position.x)
                    {
                        transform.position = new Vector2(initialPosition.x, initialPosition.y);

                        //gameController.addError();
                    }
                }
                break;
            }
        }
        else   //adicionado para sempre mater a posição inicial atualizada.
        {
            initialPosition = transform.position;
        }
    }