// Update is called once per frame void Update() { x = Input.mousePosition.x; y = Input.mousePosition.y; cs = Camera.main.GetComponent <CardSortTestHandler>(); e = cs.backEndItem.currentEvent.type; }
public void Continue() { CardSortTestHandler cs = Camera.main.GetComponent <CardSortTestHandler>(); cs.backEndItem.eventNumber++; Destroy(GameObject.Find("startbutton")); }
//TODO: Bug in dropping card after a card is already there, locks previous card // Update is called once per frame void Update() { CardSortTestHandler cs = Camera.main.GetComponent <CardSortTestHandler>(); EventSystem.typeOfEvent e = cs.backEndItem.currentEvent.type; isMouseDown = Input.GetMouseButton(0); if (!isMouseDown && isColliding && collidingGO && e == EventSystem.typeOfEvent.Mouse) { //collidingGO.transform.position = new Vector2(transform.position.x, transform.position.y); print(gameObject.name); if (gameObject.name.Contains("true")) { CardSortOutputHandler.correct = true; if (!cs.backEndItem.currentEvent.jumpLabel.Equals("")) { for (int i = cs.backEndItem.eventNumber + 1; i < cs.backEndItem.events.Length; i++) { if (cs.backEndItem.currentEvent.jumpLabel.Equals(cs.backEndItem.events[i].jumpLabel)) { cs.backEndItem.eventNumber = i; break; } } } else { cs.backEndItem.eventNumber++; } } else { CardSortOutputHandler.correct = false; cs.backEndItem.eventNumber++; } } }
// Use this for initialization void Start() { cs = Camera.main.GetComponent <CardSortTestHandler>(); }