void Update() { transform.position -= movement * Time.deltaTime; if (_HasFinished == false && transform.position.x <= EndMark.position.x) { gameChangeInformation.ChangeToMainGame(true, "flower"); _HasFinished = true; } }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.transform.tag == "PurpleRose") { handRose.SetActive(true); flowerPick.SetActive(false); } else { gameChangeInformation.ChangeToMainGame(false, "flower"); } }
private void CheckInputs() { if (inputCount >= 6) { inputCount = 0; bool isInputCorrect = true; foreach (int input in inputArray) { if (input != inputCheck[inputCount]) { isInputCorrect = false; } inputCount++; } disableAllDances(); inputCount = 0; inputArray = new int[6]; gameChangeInformation.ChangeToMainGame(isInputCorrect, "dance"); } }
void Update() { if (_HasLost == false) { Timer -= Time.deltaTime; TimerText.text = string.Format("{0:0.0}", Timer); if (Timer <= 0) { _GameChangeInfo.ChangeToMainGame(false, "fridge"); _HasLost = true; Timer = 0f; TimerText.text = string.Format("{0:0.0}", Timer); } } if (Input.GetMouseButtonUp(0)) { Ray mousRay = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit mouseHit; Physics.Raycast(mousRay, out mouseHit, float.MaxValue); if (mouseHit.collider != null) { MoveableMagnet magnet = mouseHit.collider.GetComponent <MoveableMagnet>(); MagnetSlot slot = mouseHit.collider.GetComponent <MagnetSlot>(); if (magnet != null) { bool swapping = false; // we selected a magnet and we had a magnet previously selected if (_SelectedMagnet != null) { // both in slot so going to swap if (magnet.IsInMagnetSlot() == true && _SelectedMagnet.IsInMagnetSlot() == true) { swapping = true; } } bool moving = false; // not swapping so check moving to a slot if (swapping == false) { if (_SelectedSlot != null && _SelectedSlot.IsSlotFull() == false) { moving = true; } } if (swapping == true) { MagnetSlot swappingTo = _SelectedMagnet.GetHoldingSlot(); _SelectedMagnet.SetSlotHoldingMagnet(magnet.GetHoldingSlot()); magnet.SetSlotHoldingMagnet(swappingTo); _SelectedMagnet.SetSelectState(false); _SelectedMagnet = null; am.Play("magnet"); if (_SelectedSlot != null) { _SelectedSlot.SetSelectState(false); _SelectedSlot = null; } CheckWinState(); } else if (moving == true) { magnet.SetSlotHoldingMagnet(_SelectedSlot); am.Play("magnet"); _SelectedSlot.SetSelectState(false); _SelectedSlot = null; if (_SelectedMagnet != null) { _SelectedMagnet.SetSelectState(false); _SelectedMagnet = null; } CheckWinState(); } else { // just change selection if (_SelectedMagnet != null) { _SelectedMagnet.SetSelectState(false); } magnet.SetSelectState(true); _SelectedMagnet = magnet; } } else if (slot != null) { bool swapping = false; // we selected a slot and we had a slot previously selected if (_SelectedSlot != null) { // both slots are full so going to swap if (slot.IsSlotFull() == true && _SelectedSlot.IsSlotFull() == true) { swapping = true; } } bool moving = false; // not swapping so check moving to a slot if (swapping == false) { // selected magnet has no slot if (_SelectedMagnet != null && _SelectedMagnet.IsInMagnetSlot() == false) { moving = true; } } if (swapping == true) { MoveableMagnet swappingWith = _SelectedSlot.GetMagnetInSlot(); _SelectedSlot.SetMagnetInSlot(slot.GetMagnetInSlot()); slot.SetMagnetInSlot(swappingWith); _SelectedSlot.SetSelectState(false); _SelectedSlot = null; am.Play("magnet"); if (_SelectedMagnet != null) { _SelectedMagnet.SetSelectState(false); _SelectedMagnet = null; } CheckWinState(); } else if (moving == true) { slot.SetMagnetInSlot(_SelectedMagnet); _SelectedMagnet.SetSelectState(false); _SelectedMagnet = null; am.Play("magnet"); if (_SelectedSlot != null) { _SelectedSlot.SetSelectState(false); _SelectedSlot = null; } CheckWinState(); } else { // just change selection if (_SelectedSlot != null) { _SelectedSlot.SetSelectState(false); } slot.SetSelectState(true); _SelectedSlot = slot; } } } } }