// Use this for initialization void Start() { isPressed = false; //interactable = true; //button = this; ButtonSpriteRenderer = this.GetComponent <SpriteRenderer> (); bingoCardBigScript = GameObject.FindGameObjectWithTag("BingoCardBig").GetComponent <BingoCardBig>(); GM_Script = GameObject.FindGameObjectWithTag("GameManager").GetComponent <GM>(); SM_Script = GameObject.FindGameObjectWithTag("SoundManager").GetComponent <SoundManagerScript>(); }
//START Change Pattern public void Pattern() { if (!BingoCardBigScript) { BingoCardBigScript = GameObject.FindGameObjectWithTag("BingoCardBig").GetComponent <BingoCardBig>(); } int tempNum = (int)char.GetNumericValue(tempButtonName [tempButtonName.Length - 1]); //This is the last number on the pattern string i.e. Pattern1: where 1 is tempNum. if (tempButtonName == "Pattern9") { BingoCardBigScript.isCustomPattern = true; BingoCardBigScript.patternIsAnimatingAcross = false; BingoCardBigScript.patternIsAnimatingDown = false; GM_Script.patternIsAnimatingAcross = false; GM_Script.patternIsAnimatingDown = false; GM_Script.activePatternName = tempButtonName; BingoCardBigScript.ResetBingoCards(); } else if (tempButtonName != "Pattern1" && tempButtonName != "Pattern2") //This if is to check whether the pattern will animate or not. Pattern1 and Pattern2 needs to be animated { BingoCardBigScript.isCustomPattern = false; //Debug.Log (tempButtonName [tempButtonName.Length - 1]-1); //Debug.Log (tempNum); //string tempPatternString = GM_Script.patternStringList [tempNum - 1]; ConvertStringListToBool(GM_Script.patternStringList [tempNum - 1]); BingoCardBigScript.UpdateBingoCardSingleDisplay(); BingoCardBigScript.patternIsAnimatingAcross = false; BingoCardBigScript.patternIsAnimatingDown = false; GM_Script.patternIsAnimatingAcross = false; GM_Script.patternIsAnimatingDown = false; GM_Script.activePatternName = tempButtonName; } else { BingoCardBigScript.isCustomPattern = false; //Debug.Log ("This is Pattern1 or Pattern2"); if (tempNum == 1) { BingoCardBigScript.tempMovingPattern = GM_Script.pattern2LinesAcrossList; BingoCardBigScript.patternIsAnimatingAcross = true; GM_Script.patternIsAnimatingAcross = true; //For GM and BingoCardMini BingoCardBigScript.patternIsAnimatingDown = false; GM_Script.patternIsAnimatingDown = false; //For GM and BingoCardMini GM_Script.coroutineHasStarted = true; //For GM and BingoCardMini GM_Script.activePatternName = tempButtonName; //For GM and BingoCardMini BingoCardBigScript.StartAnimDisplayAcross(); } else if (tempNum == 2) { BingoCardBigScript.tempMovingPattern = GM_Script.pattern2LinesDownList; BingoCardBigScript.patternIsAnimatingDown = true; GM_Script.patternIsAnimatingDown = true; //For GM and BingoCardMini BingoCardBigScript.patternIsAnimatingAcross = false; GM_Script.patternIsAnimatingAcross = false; //For GM and BingoCardMini GM_Script.coroutineHasStarted = true; //For GM and BingoCardMini GM_Script.activePatternName = tempButtonName; //For GM and BingoCardMini BingoCardBigScript.StartAnimDisplayDown(); } } ValidateMenuButtons(tempPattern, tempNum - 1); //This is needed on all functions - this is to validate what is pressed, keep it pressed and unpress the others }