public void Move_West(Tile_Space curr_Tile) { if (!is_Moving) { is_Moving = true; GameObject target = Check_Tiles_West((int)local_Current_Tile_Number.local_Colum_Number, (int)local_Current_Tile_Number.local_Row_Letter); local_Current_Tile_Number.available = true; if (local_Current_Tile_Number.is_Puzzle_Goal) { tiles_Pressed_So_Far--; } StartCoroutine(Move_Block_To_Destination(block_To_Move, target)); local_Current_Tile_Number = target.GetComponent <Tile_Space>(); local_Current_Tile_Number.available = false; if (local_Current_Tile_Number.is_Puzzle_Goal && tiles_Pressed_So_Far >= 3) { Check_Is_Solved(); } else if (local_Current_Tile_Number.is_Puzzle_Goal) { tiles_Pressed_So_Far++; } } }
private void Start() { local_Current_Tile_Number = A2; Block_A.GetComponent <Ice_Temple_Block_Script>().puzzleFive = this; Block_B.GetComponent <Ice_Temple_Block_Script>().puzzleFive = this; Block_C.GetComponent <Ice_Temple_Block_Script>().puzzleFive = this; Block_D.GetComponent <Ice_Temple_Block_Script>().puzzleFive = this; }
public void Move_West(Tile_Space curr_Tile) { GameObject target = Check_Tiles_West((int)local_Current_Tile_Number.local_Colum_Number, (int)local_Current_Tile_Number.local_Row_Letter); local_Current_Tile_Number.available = true; StartCoroutine(Move_Block_To_Destination(block_To_Move, target)); local_Current_Tile_Number = target.GetComponent <Tile_Space>(); local_Current_Tile_Number.available = false; if (local_Current_Tile_Number.is_Puzzle_Goal) { Check_Is_Solved(); } }
public void Change_Current_Moving_Block(Active_Box pushed_Box) { if (pushed_Box != local_Active_Box) { switch (local_Active_Box) { case Active_Box.FIRST: first_Tile_Number = local_Current_Tile_Number; break; case Active_Box.SECOND: second_Tile_Number = local_Current_Tile_Number; break; case Active_Box.THIRD: third_Tile_Number = local_Current_Tile_Number; break; case Active_Box.FOURTH: fourth_Tile_Number = local_Current_Tile_Number; break; } switch (pushed_Box) { case Active_Box.FIRST: local_Current_Tile_Number = first_Tile_Number; local_Active_Box = Active_Box.FIRST; block_To_Move = Block_A; break; case Active_Box.SECOND: local_Current_Tile_Number = second_Tile_Number; local_Active_Box = Active_Box.SECOND; block_To_Move = Block_B; break; case Active_Box.THIRD: local_Current_Tile_Number = third_Tile_Number; local_Active_Box = Active_Box.THIRD; block_To_Move = Block_C; break; case Active_Box.FOURTH: local_Current_Tile_Number = fourth_Tile_Number; local_Active_Box = Active_Box.FOURTH; block_To_Move = Block_D; break; } } }
public void Move_North(Tile_Space curr_Tile) { if (!is_Moving) { is_Moving = true; GameObject target = Check_Tiles_North((int)local_Current_Tile_Number.local_Row_Letter, (int)local_Current_Tile_Number.local_Colum_Number); local_Current_Tile_Number.available = true; if (local_Current_Tile_Number.is_Puzzle_Goal) { other_Goals_Are_Pressed = false; goals_Pressed -= 1; if (goals_Pressed < 0) { goals_Pressed = 0; } } StartCoroutine(Move_Block_To_Destination(block_To_Move, target)); local_Current_Tile_Number = target.GetComponent <Tile_Space>(); local_Current_Tile_Number.available = false; if (!final_Temple) { if (local_Current_Tile_Number.is_Puzzle_Goal && other_Goals_Are_Pressed) { Check_Is_Solved(); } else if (local_Current_Tile_Number.is_Puzzle_Goal) { other_Goals_Are_Pressed = true; } } else { if (local_Current_Tile_Number.is_Puzzle_Goal) { goals_Pressed++; if (goals_Pressed >= 3) { Solve_Final_Temple_Puzzle(); } } } } }
private void Start() { local_Current_Tile_Number = A1; block_To_Move.GetComponent <Ice_Temple_Block_Script>().puzzleOne = this; }