public void OnPointerUp_RotateRight() { WorldState.RightBorderState = WorldState.BorderState.Neutral; BuildLevel buildLevel = Camera.main.GetComponent <BuildLevel>(); buildLevel.ShowBorders(); rotate_right = false; }
public void OnPointerUp_LeftArrow() { WorldState.LeftBorderState = WorldState.BorderState.Neutral; BuildLevel buildLevel = Camera.main.GetComponent <BuildLevel>(); buildLevel.ShowBorders(); going_left = false; }
public void OnPointerDown_RotateRight() { if (WorldState.RightBorderState != WorldState.BorderState.Rotation) { WorldState.RightBorderState = WorldState.BorderState.Rotation; BuildLevel buildLevel = Camera.main.GetComponent <BuildLevel>(); buildLevel.ShowBorders(); } if (WorldState.gameState == WorldState.GameState.Game) { rotate_right = true; } }
public void OnPointerDown_RightArrow() { if (WorldState.RightBorderState != WorldState.BorderState.Movement) { WorldState.RightBorderState = WorldState.BorderState.Movement; BuildLevel buildLevel = Camera.main.GetComponent <BuildLevel>(); buildLevel.ShowBorders(); } if (WorldState.gameState == WorldState.GameState.Game) { going_right = true; } }