public void OnBuildEnd() { //finishes the build event in order to prevent exceptions Debug.Log("Ended Build"); OnDrag = false; RoundHandler.CheckGold(); //restores layers and lists for selecteddot and selecteddotbefore if (selectedDot != null) { foreach (Connection c in selectedDot.Connections) { c.cube.gameObject.layer = 8; } selectedDot.UpdateList(); selectedDot.UpdateRecognition(); } //restores color of selected fragments foreach (DotFragment fragment in selectedDotBefore.DotFragments) { fragment.SelectColor(true); } foreach (DotFragment fragment in selectedDot.DotFragments) { fragment.SelectColor(true); } if (selectedDotBefore != null) { foreach (Connection c in selectedDotBefore.Connections) { c.cube.gameObject.layer = 8; } selectedDotBefore.UpdateList(); selectedDotBefore.UpdateRecognition(); } clickRegist = null; //Signals to the connections to revert all layers foreach (Connection c in FindObjectsOfType <Connection>()) { c.cube.gameObject.layer = 8; } }
void EndTurn() { RoundHandler.CheckGold(); RoundHandler.NextPlayer(); }