Exemple #1
0
    void check()
    {
        bool good;
        int  i = 0;

        foreach (List <GameObject> list in ayay)
        {
            good = true;
            foreach (GameObject gameO in list)
            {
                A1 = gameO.GetComponent <AHH>();
                if (!A1.locked)
                {
                    good = false;
                }
            }
            if (good)
            {
                checkList[i] = true;
            }
            i++;
        }
    }
Exemple #2
0
    //  bool good;
    // Start is called before the first frame update
    void Start()
    {
        if (level == 4)
        {
            score = FindObjectOfType <Score>();
            score.initialiserStars(4);
        }

        DistroyIt();
        Vector2 posi = Vector2.zero;
        int     jX   = 0;

        for (int i = 0; i < 4; i++)
        {
            True[i].SetActive(false); rangeclr();
        }

        for (int i = 0; i < level; i++)
        {
            players.Add(Instantiate(pl, new Vector3(posi.x++, 0), Quaternion.identity));

            players[i].GetComponent <SpriteRenderer>().color = clr[jX];
            if (jX == 3)
            {
                jX = 0;
            }
            else
            {
                jX++;
            }
        }
        for (int i = 0; i < kisan.Length; i++)
        {
            kisan[i].GetComponent <SpriteRenderer>().color = clr[i];
            colors2.Add(kisan[i].GetComponent <SpriteRenderer>().color);
            checkList.Add(false);
        }
        secondPlanCollider = secondPlan.GetComponent <Collider2D>();
        for (int i = 0; i < players.Count; i++)
        {
            players[i].SetActive(true);
            collider2Ds.Add(players[i].GetComponent <Collider2D>());
        }

        for (int i = 0; i < players.Count; i++)
        {
            Physics2D.IgnoreCollision(collider2Ds[i], secondPlanCollider);
            for (int j = 0; j < players.Count; j++)
            {
                if (j == i)
                {
                    continue;
                }
                Physics2D.IgnoreCollision(collider2Ds[i], collider2Ds[j]);
            }
        }
        A1 = players[0].GetComponent <AHH>();
        loadColers();


        foreach (Color color in colors)
        {
            ayay.Add(checkifRight(color));
        }
    }