Esempio n. 1
0
    void Update()
    {
        if (Input.GetMouseButtonDown(0) && render.sprite != btnPressedSprite && gameConfig.LockGame == false)
        {
            Vector3    pos         = Input.mousePosition;
            Collider2D hitCollider = Physics2D.OverlapPoint(Camera.main.ScreenToWorldPoint(pos));
            if (hitCollider != null && hitCollider.CompareTag(buttontag))
            {
                render.sprite       = btnPressedSprite;
                startMatching       = true;
                gameConfig.LockGame = true;
                delay.Reset();
                gameObject.GetComponent <AudioSource>().Play();
                Speak.text = "Checking solution...";
            }
        }

        if (checkRemaining)
        {
            //Object destruction only happens after the current Update cycle, so this check is being done after the matches cycle
            checkRemaining = false;
            Debug.Log("Remaining Blocks: " + GameObject.FindGameObjectsWithTag("gameblock").Length);

            if (GameObject.FindGameObjectsWithTag("gameblock").Length > 0) //Lost
            {
                gameConfig.GameStatus = "LOSE";
                gameConfig.retries++;
                Instantiate(LoseMsg, new Vector3(0, 0, 0), transform.rotation);
                Speak.text = "Not quite, but I know you can do it!";
            }
            else //Won
            {
                gameConfig.GameStatus = "WIN";
                gameConfig.CalculatePoints();
                Instantiate(WinMsg, new Vector3(0, 0, 0), transform.rotation);
                Speak.text = "AMAZING!!!";
            }
        }

        if (startMatching)
        {
            if (delay.IsReady)
            {
                MatchAllBlocks();
                delay.WaitTime = 1.0F;
                delay.Reset();

                // This is a really crappy way of ending the matching cycle
                // The first time it checks for blocks moving, it's too fast so it doesnt register the block moving
                // and this ends the cycle. in order to prevent that, I'm using a variable to check if moving blocks returned 0 four times (no blocks moving)
                // if it does, that means the check is accurate so the board has reached a static state, meaning there are no more matches to be made
                if (CheckStillBlocks() == 0F) //No blocks are moving
                {
                    interval += 1F;
                }
                else
                {
                    interval = 0F;
                }

                if (interval == 4F)        //If no blocks were moving during 4 checks in a row
                {
                    startMatching = false; //Stop the matching loop
                    Debug.Log("Matches ended!");
                    checkRemaining      = true;
                    gameConfig.LockGame = false;
                }
            }
        }
    }