Example #1
0
 private void Deselect()
 {
     isSelected       = false;
     TileSW.SwipeOn   = false;
     render.color     = Color.white;
     previousSelected = null;
 }
Example #2
0
 private void Select()
 {
     isSelected       = true;
     render.color     = selectedColor;
     TileSW.SwipeOn   = true;
     previousSelected = gameObject.GetComponent <ConnectTile>();
 }
Example #3
0
 public void SwipeData(string dir)
 {
     if (dir == "Left")
     {
         GameObject T = GetAdjacent(Vector2.left);
         if (T != null)
         {
             ConnectTile TT = T.GetComponent <ConnectTile>();
             SwapSprite(TT.render); // 2
             TT.ClearAllMatches(false, gameObject);
             temp = TT;
             TT.Deselect();
             ClearAllMatches(true, gameObject);
             Deselect();
         }
     }
     else if (dir == "Right")
     {
         GameObject T = GetAdjacent(Vector2.right);
         if (T != null)
         {
             ConnectTile TT = T.GetComponent <ConnectTile>();
             SwapSprite(TT.render); // 2
             TT.ClearAllMatches(false, gameObject);
             temp = TT;
             TT.Deselect();
             ClearAllMatches(true, gameObject);
             Deselect();
         }
     }
     else if (dir == "Up")
     {
         GameObject T = GetAdjacent(Vector2.up);
         if (T != null)
         {
             ConnectTile TT = T.GetComponent <ConnectTile>();
             SwapSprite(TT.render); // 2
             TT.ClearAllMatches(false, gameObject);
             temp = TT;
             TT.Deselect();
             ClearAllMatches(true, gameObject);
             Deselect();
         }
     }
     else if (dir == "Down")
     {
         GameObject T = GetAdjacent(Vector2.down);
         if (T != null)
         {
             ConnectTile TT = T.GetComponent <ConnectTile>();
             SwapSprite(TT.render); // 2
             TT.ClearAllMatches(false, gameObject);
             temp = TT;
             TT.Deselect();
             ClearAllMatches(true, gameObject);
             Deselect();
         }
     }
 }
Example #4
0
    private IEnumerator SwapBack()
    {
        yield return(new WaitForSeconds(0.2f));

        if (temp.GetComponent <SpriteRenderer>().sprite == previousImage && render.sprite == swappedImage)
        {
            temp.GetComponent <SpriteRenderer>().sprite = swappedImage;
            render.sprite = previousImage;
        }
        StopCoroutine(BoardManager.instance.FindNullTiles());
        StartCoroutine(BoardManager.instance.FindNullTiles());
        temp      = null;
        coroutine = null;
    }
Example #5
0
    void OnMouseDown()
    {
        // 1
        if (render.sprite == null || BoardManager.instance.IsShifting || !Started)
        {
            return;
        }

        if (isSelected)
        { // 2 Is it already selected?
            Deselect();
        }
        else
        {
            if (previousSelected == null)
            { // 3 Is it the first tile selected?
                Select();
            }
            else
            {
                if (GetAllAdjacentTiles().Contains(previousSelected.gameObject))
                {                                        // 1
                    SwapSprite(previousSelected.render); // 2
                    previousSelected.ClearAllMatches(false, gameObject);
                    temp = previousSelected;
                    previousSelected.Deselect();
                    ClearAllMatches(true, gameObject);
                }
                else
                { // 3
                    previousSelected.GetComponent <ConnectTile>().Deselect();
                    Select();
                }
            }
        }
    }
Example #6
0
 // Use this for initialization
 void Start()
 {
     TileScript = GetComponent <ConnectTile>();
     SW         = Camera.main.GetComponent <Swipe>();
 }
Example #7
0
 // Use this for initialization
 void Start()
 {
     Render = GetComponent <SpriteRenderer>();
     parent = GetComponentInParent <ConnectTile>();
     Pop    = GetComponentInChildren <ParticleSystem>();
 }