void ContiuneButton() { if (!(Harness.GameCurrentLevel is Level00)) { Harness.GameCurrentLevel.AsstesList.Remove(this); Harness.RefreshOutput(); } else { Harness.LoadGame(); } }
public override void ClickedRight(Position mousePosition, Position relativeMousePosition) { foreach (var wire in ParentLine.WiresList) { Harness.GameCurrentLevel.AsstesList.Remove(wire); } Harness.RefreshOutput(); ParentLine.PinA.isConnected = false; ParentLine.PinB.isConnected = false; ParentLine.WiresList.Clear(); Harness.GameCurrentLevel.ConnectionsList.Remove(ParentLine); bool unlockA = true; bool unlockB = true; foreach (var pin in ParentLine.PinA.Element.PinsList) { if (pin.isConnected == true) { unlockA = false; } } foreach (var pin in ParentLine.PinB.Element.PinsList) { if (pin.isConnected == true) { unlockB = false; } } if ((unlockA) && (ParentLine.PinA.Element is Gate)) { ParentLine.PinA.Element.IsMovable = true; } if ((unlockB) && (ParentLine.PinB.Element is Gate)) { ParentLine.PinB.Element.IsMovable = true; } }
void Back() { Harness.GameCurrentLevel.AsstesList.Remove(this); Harness.RefreshOutput(); }
/// <summary> /// Changes Asset texture to first one /// </summary> public virtual void ChangeStateToLow() { CurrentTexture = 0; Harness.RefreshOutput(); }
/// <summary> /// Changes Asset texture to another one /// </summary> public virtual void ChangeState() { CurrentTexture = (CurrentTexture + 1) % 2; Harness.RefreshOutput(); }
void Back() { Harness.GameCurrentLevel = new Level00(); Harness.RefreshOutput(); }