void check() { bool good; int i = 0; foreach (List <GameObject> list in ayay) { good = true; foreach (GameObject gameO in list) { A1 = gameO.GetComponent <AHH>(); if (!A1.locked) { good = false; } } if (good) { checkList[i] = true; } i++; } }
// bool good; // Start is called before the first frame update void Start() { if (level == 4) { score = FindObjectOfType <Score>(); score.initialiserStars(4); } DistroyIt(); Vector2 posi = Vector2.zero; int jX = 0; for (int i = 0; i < 4; i++) { True[i].SetActive(false); rangeclr(); } for (int i = 0; i < level; i++) { players.Add(Instantiate(pl, new Vector3(posi.x++, 0), Quaternion.identity)); players[i].GetComponent <SpriteRenderer>().color = clr[jX]; if (jX == 3) { jX = 0; } else { jX++; } } for (int i = 0; i < kisan.Length; i++) { kisan[i].GetComponent <SpriteRenderer>().color = clr[i]; colors2.Add(kisan[i].GetComponent <SpriteRenderer>().color); checkList.Add(false); } secondPlanCollider = secondPlan.GetComponent <Collider2D>(); for (int i = 0; i < players.Count; i++) { players[i].SetActive(true); collider2Ds.Add(players[i].GetComponent <Collider2D>()); } for (int i = 0; i < players.Count; i++) { Physics2D.IgnoreCollision(collider2Ds[i], secondPlanCollider); for (int j = 0; j < players.Count; j++) { if (j == i) { continue; } Physics2D.IgnoreCollision(collider2Ds[i], collider2Ds[j]); } } A1 = players[0].GetComponent <AHH>(); loadColers(); foreach (Color color in colors) { ayay.Add(checkifRight(color)); } }