public GameObject CheckIfMove(ScalePiece piece) { GameObject scale = null; scale = CheckScale(leftScale, piece, ref leftPiece); if (scale == null) { scale = CheckScale(rightScale, piece, ref rightPiece); } return(scale); }
public void PieceMovedOffScale(ScalePiece piece) { if (piece == null) { return; } Debug.Log("Piece moved off scale"); if (piece.Equals(leftPiece)) { Debug.Log("Clearing left piece"); leftPiece = null; } else if (piece.Equals(rightPiece)) { Debug.Log("Clearing right piece"); rightPiece = null; } WeightCompare(); }
private GameObject CheckScale(GameObject scale, ScalePiece piece, ref ScalePiece pieceOnScale) { Debug.Log("Checking target " + scale.name); Vector3 wp = piece.transform.position; Vector2 piecePos = new Vector2(wp.x, wp.y); if (scale.GetComponent <Collider2D>().OverlapPoint(piecePos)) { Debug.Log("Trying to move piece to piece " + scale.name); if (!scale.tag.Equals(kPieceOnTarget)) { pieceOnScale = piece; // If it's empty, then do stuff return(scale); } else { // If there's something on the piece, snap it back return(null); } } return(null); }