Ejemplo n.º 1
0
    public void OnIndicatorClick()
    {
        /*
         * //isn't there a better way to do this? it seems crazy
         * //reject enum:
         * Menu
         * NoWorld
         * Locked
         * OutOfBounds
         * Deselect
         * InvalidSwap
         *
         * // 1) check if we have clicked a button
         * // 2) check if the world has been created
         * // 3) check if the controller is locked
         * // 4) check if we have selected a valid position
         * // 5) check if we already have a selected piece
         * // 6) check if we have reselected the same piece (deselect)
         * // 7) check if the selected piece is a valid swap
         *
         */

        if (!ButtonManager.CheckForMenuButtonClick())
        {
            if (sm.ThereIsAWorld)
            {
                HandleWorldClick();
            }
            else
            {
                Debug.LogWarning("we don't have a world but we are clicking!");
            }
        }
        else
        {
            //this is the "we clicked on a button" case which overrides world clicks
        }
    }