public void OnPointerDown(PointerEventData data) { if (raycastingScript.startStopButtonScript.physicsOn) { return; } if (raycastingScript.activePiece != null) { PiecePrefabBehaviour activePieceBehaviour = raycastingScript.activePiece.GetComponent <PiecePrefabBehaviour>(); if (activePieceBehaviour.isMoving() || activePieceBehaviour.isPlacementCorrecting()) { return; } } if (camLeftButtonScript.rotating() || camRightButtonScript.rotating() || pieceLeftButtonScript.rotating() || pieceRightButtonScript.rotating()) { return; } raycastingScript.SetTopButtonsVisible(true); // set resettable to false since the new piece doesn't have a place in the previous saved state raycastingScript.resetButtonScript.setResettable(false); GameObject newPiece = Instantiate(piecePrefab); PiecePrefabBehaviour newPieceScript = newPiece.GetComponent <PiecePrefabBehaviour>(); newPieceScript.prefab = piecePrefab; newPieceScript.OnPieceTouchBegin(); }
public void OnPointerDown(PointerEventData data){ if(raycastingScript.activePiece != null){ PiecePrefabBehaviour activePieceBehaviour = raycastingScript.activePiece.GetComponent<PiecePrefabBehaviour>(); if(activePieceBehaviour.isMoving() || activePieceBehaviour.isPlacementCorrecting()){ return; } } pieceRotationDirection = -1; }