コード例 #1
0
ファイル: AIController.cs プロジェクト: ChrisJong/Harmony
        public void GetInput(PlayerInfo.MovementDirection current, PlayerInfo.MovementDirection previous) {
            if(this.isMoving)
                return;

            this._canUndo = false;
            this.GetCurrentBlock();
            this.CheckCurrentBlock();

            AIMovement.instance.ResetMovement();
            AIMovement.instance.UndoPosition = this.transform.position;

            if(current == PlayerInfo.MovementDirection.FORWARD) {
                this._currentDirection = PlayerInfo.MovementDirection.BACKWARD;
                AIMovement.instance.RotateToMovement(180.0f);
                AIMovement.instance.MoveVector = new Vector3(0, 0, -1);
            } else if(current == PlayerInfo.MovementDirection.RIGHT) {
                this._currentDirection = PlayerInfo.MovementDirection.LEFT;
                AIMovement.instance.RotateToMovement(270.0f);
                AIMovement.instance.MoveVector = new Vector3(-1, 0, 0);
            } else if(current == PlayerInfo.MovementDirection.BACKWARD) {
                this._currentDirection = PlayerInfo.MovementDirection.FORWARD;
                AIMovement.instance.RotateToMovement(0.0f);
                AIMovement.instance.MoveVector = new Vector3(0, 0, 1);
            } else if(current == PlayerInfo.MovementDirection.LEFT) {
                this._currentDirection = PlayerInfo.MovementDirection.RIGHT;
                AIMovement.instance.RotateToMovement(90.0f);
                AIMovement.instance.MoveVector = new Vector3(1, 0, 0);
            }

            this.CheckCurrentBlock();
            //AIAudio.instance.PlayMovement();
            this.isMoving = true;
            this.previousPos = this.currentPos;
            this.currentPos = new Vector2(this.transform.position.x, this.transform.position.z);
        }
コード例 #2
0
 public void UndoMovement()
 {
     this._moveCount -= 1;
     this.UndoBlocks(this.directionCurrent, this.directionPrevious);
     this.directionCurrent  = this.directionPrevious;
     this.directionPrevious = PlayerInfo.MovementDirection.NONE;
 }
コード例 #3
0
ファイル: AIController.cs プロジェクト: ChrisJong/Harmony
        void Awake() {
            instance = this;
            characterController = GetComponent<CharacterController>() as CharacterController;

            this._currentBlock = null;
            this._currentDirection = PlayerInfo.MovementDirection.NONE;
        }
コード例 #4
0
ファイル: PlayerController.cs プロジェクト: ChrisJong/Harmony
        void Awake() {
            instance = this;
            characterController = GetComponent<CharacterController>() as CharacterController;

            this.indicationTexture = this.indication.GetComponent<AnimateTextureSheet>() as AnimateTextureSheet;
            this._currentBlock = null;
            this._currentDirection = PlayerInfo.MovementDirection.NONE;            
        }
コード例 #5
0
        void Awake()
        {
            instance            = this;
            characterController = GetComponent <CharacterController>() as CharacterController;

            this._currentBlock     = null;
            this._currentDirection = PlayerInfo.MovementDirection.NONE;
        }
コード例 #6
0
        void Awake()
        {
            instance            = this;
            characterController = GetComponent <CharacterController>() as CharacterController;

            this.indicationTexture = this.indication.GetComponent <AnimateTextureSheet>() as AnimateTextureSheet;
            this._currentBlock     = null;
            this._currentDirection = PlayerInfo.MovementDirection.NONE;
        }
コード例 #7
0
 public void UndoMovement()
 {
     if (this._canUndo)
     {
         this.isMoving = false;
         AIMovement.instance.UndoMovement();
         this._currentDirection = PlayerInfo.MovementDirection.NONE;
         this._canUndo          = false;
     }
 }
コード例 #8
0
ファイル: WarpBlock.cs プロジェクト: ChrisJong/Harmony
        public override void SetupBlock(BlockInfo.BlockTypes type, BlockInfo.BlockDirection direction, BlockInfo.BlockState state)
        {
            base.SetupBlock(type, direction, state);

            this.warpDirection = (PlayerInfo.MovementDirection)((int)direction);
#if UNITY_EDITOR
            this.SetMiscMaterial();
#endif
            this.blockMaterials[1]             = this.warpDownMaterial;
            this.blockRenderer.sharedMaterials = this.blockMaterials;
        }
コード例 #9
0
        public void GetInput(PlayerInfo.MovementDirection current, PlayerInfo.MovementDirection previous)
        {
            if (this.isMoving)
            {
                return;
            }


            if (this.indicationTexture.isPlaying || this.isStunned)
            {
                this.indication.SetActive(false);
            }

            this._canUndo = false;
            this.GetCurrentBlock();
            this.CheckCurrentBlock();

            PlayerMovement.instance.ResetMovement();
            PlayerMovement.instance.UndoPosition = this.transform.position;

            if (current == PlayerInfo.MovementDirection.FORWARD)
            {
                this._currentDirection = current;
                PlayerMovement.instance.RotateToMovement(0.0f);
                PlayerMovement.instance.MoveVector = new Vector3(0, 0, 1);
            }
            else if (current == PlayerInfo.MovementDirection.RIGHT)
            {
                this._currentDirection = current;
                PlayerMovement.instance.RotateToMovement(90.0f);
                PlayerMovement.instance.MoveVector = new Vector3(1, 0, 0);
            }
            else if (current == PlayerInfo.MovementDirection.BACKWARD)
            {
                this._currentDirection = current;
                PlayerMovement.instance.RotateToMovement(180.0f);
                PlayerMovement.instance.MoveVector = new Vector3(0, 0, -1);
            }
            else if (current == PlayerInfo.MovementDirection.LEFT)
            {
                this._currentDirection = current;
                PlayerMovement.instance.RotateToMovement(270.0f);
                PlayerMovement.instance.MoveVector = new Vector3(-1, 0, 0);
            }

            this.CheckCurrentBlock();
            PlayerAudio.instance.PlayMovement();
            this.isMoving    = true;
            this.previousPos = this.currentPos;
            this.currentPos  = new Vector2(this.transform.position.x, this.transform.position.z);
        }
コード例 #10
0
ファイル: WarpBlock.cs プロジェクト: ChrisJong/Harmony
        public override void SetupBlock(BlockInfo.BlockTypes type, BlockInfo.BlockDirection direction) {
            base.SetupBlock(type, direction);

            this.warpDirection = (PlayerInfo.MovementDirection)((int)direction);
#if UNITY_EDITOR
            this.SetMiscMaterial();
#endif
            this.blockMaterials[1] = this.warpDownMaterial;
            this.blockRenderer.sharedMaterials = this.blockMaterials;
        }
コード例 #11
0
ファイル: PlayerController.cs プロジェクト: ChrisJong/Harmony
 public void UndoMovement() {
     if(this._canUndo) {
         this.isMoving = false;
         GridController.instance.UndoMovement();
         PlayerMovement.instance.UndoMovement();
         this._currentDirection = PlayerInfo.MovementDirection.NONE;
         this._canUndo = false;
     }
 }
コード例 #12
0
ファイル: GridController.cs プロジェクト: ChrisJong/Harmony
 public void UndoMovement() {
     this._moveCount -= 1;
     this.UndoBlocks(this.directionCurrent, this.directionPrevious);
     this.directionCurrent = this.directionPrevious;
     this.directionPrevious = PlayerInfo.MovementDirection.NONE;
 }
コード例 #13
0
ファイル: GridController.cs プロジェクト: ChrisJong/Harmony
        private void GetInput() {
            if(PlayerController.instance.isMoving || AIController.instance.isMoving)
                return;

            if(PlayerController.instance.isStunned || AIController.instance.isStunned){
                this._stunTimer += Time.deltaTime;

                if(this._stunTimer > 2.0f) {
                    PlayerController.instance.isStunned = false;
                    AIController.instance.isStunned = false;
                    this._moveCount++;
                    this._stunTimer = 0.0f;
                }
            }

            if(MazeInfo.MazeMoveValue != null) {
                if(this._moveCount >= (this._maxMoves * 3)) {
                    PlayerController.instance.isMoving = false;
                    AIController.instance.isMoving = false;
                    PlayerController.instance.isDeath = true;

                    PlayerController.instance.charactorAnimator.SetBool("IsDeath", PlayerController.instance.isDeath);
                    AIController.instance.charactorAnimator.SetBool("IsDeath", PlayerController.instance.isDeath);
                    GameController.instance.isStageFinished = true;
                }
            }

#if UNITY_IPHONE || UNITY_ANDROID
            if(!this._swipeController.GetInput())
                GridController.instance.blocksReady = false;
#else
            if(Input.GetKeyDown(KeyCode.UpArrow)) {
                this.directionPrevious = this.directionCurrent;
                this.directionCurrent = PlayerInfo.MovementDirection.FORWARD;
                if(!PlayerController.instance.isStunned) {
                    PlayerController.instance.GetInput(this.directionCurrent, this.directionPrevious);
                    if(!AIController.instance.isStunned)
                        AIController.instance.GetInput(this.directionCurrent, this.directionPrevious);
                    
                    if(this._moveCount > 0)
                        this.ResetUndoStates();

                    this.ActivateBlocks(this.directionCurrent, this.directionPrevious);
                    this._moveCount++;
                }
                
                if(MazeInfo.MazeMoveValue != null) {
                    if(this._moveCount >= this._maxMoves * 2) {
                        this.warningColor.a = (this._moveCount / this._maxMoves);
                    }
                }
            } else if(Input.GetKeyDown(KeyCode.RightArrow)) {
                this.directionPrevious = this.directionCurrent;
                this.directionCurrent = PlayerInfo.MovementDirection.RIGHT;
                if(!PlayerController.instance.isStunned) {
                    PlayerController.instance.GetInput(this.directionCurrent, this.directionPrevious);
                    if(!AIController.instance.isStunned)
                        AIController.instance.GetInput(this.directionCurrent, this.directionPrevious);
                    
                    if(this._moveCount > 0)
                        this.ResetUndoStates();

                    this.ActivateBlocks(this.directionCurrent, this.directionPrevious);
                    this._moveCount++;
                }

                if(MazeInfo.MazeMoveValue != null) {
                    if(this._moveCount >= this._maxMoves * 2) {
                        this.warningColor.a = (this._moveCount / this._maxMoves);
                    }
                }
            } else if(Input.GetKeyDown(KeyCode.DownArrow)) {
                this.directionPrevious = this.directionCurrent;
                this.directionCurrent = PlayerInfo.MovementDirection.BACKWARD;
                if(!PlayerController.instance.isStunned) {
                    PlayerController.instance.GetInput(this.directionCurrent, this.directionPrevious);
                    if(!AIController.instance.isStunned)
                        AIController.instance.GetInput(this.directionCurrent, this.directionPrevious);

                    if(this._moveCount > 0)
                        this.ResetUndoStates();

                    this.ActivateBlocks(this.directionCurrent, this.directionPrevious);
                    this._moveCount++;
                }

                if(MazeInfo.MazeMoveValue != null) {
                    if(this._moveCount >= this._maxMoves * 2) {
                        this.warningColor.a = (this._moveCount / this._maxMoves);
                    }
                }
            } else if(Input.GetKeyDown(KeyCode.LeftArrow)) {
                this.directionPrevious = this.directionCurrent;
                this.directionCurrent = PlayerInfo.MovementDirection.LEFT;

                if(!PlayerController.instance.isStunned) {
                    PlayerController.instance.GetInput(this.directionCurrent, this.directionPrevious);
                    if(!AIController.instance.isStunned)
                        AIController.instance.GetInput(this.directionCurrent, this.directionPrevious);

                    if(this._moveCount > 0)
                        this.ResetUndoStates();

                    this.ActivateBlocks(this.directionCurrent, this.directionPrevious);
                    this._moveCount++;
                }
                    
                if(MazeInfo.MazeMoveValue != null) {
                    if(this._moveCount >= this._maxMoves * 2) {
                        this.warningColor.a = (this._moveCount / this._maxMoves);
                    }
                }
            } else {
                GridController.instance.blocksReady = false;
            }
#endif

            PlayerController.instance.CheckCurrentBlock();
            AIController.instance.CheckCurrentBlock();

            if(PlayerController.instance.CanUndo & AIController.instance.CanUndo)
                GameMenuController.instance.undoButton.SetActive(true);
            else
                GameMenuController.instance.undoButton.SetActive(false);

            if(MazeInfo.MazeMoveValue == null) {
                if(PlayerController.instance.isStunned)
                    GameMenuController.instance.moveText.text = "Moves: " + this._moveCount.ToString() + " (Player Stunned)";
                else
                    GameMenuController.instance.moveText.text = "Moves: " + this._moveCount.ToString();
            } else {
                if(MazeInfo.MazeMoveValue.ContainsKey(MazeInfo.CurrentMazeNumber - 1)) {
                    if(PlayerController.instance.isStunned)
                        GameMenuController.instance.moveText.text = "Maze: " + MazeInfo.CurrentMazeNumber.ToString() + " / " + MazeInfo.MaxMazeLength.ToString() + '\n' + "Moves: " + this._moveCount.ToString() + " / " + (this._maxMoves * 3).ToString() + " (Player Stunned)";
                    else
                        GameMenuController.instance.moveText.text = "Maze: " + MazeInfo.CurrentMazeNumber.ToString() + " / " + MazeInfo.MaxMazeLength.ToString() + '\n' + "Moves: " + this._moveCount.ToString() + " / " + (this._maxMoves * 3).ToString();
                } else
                    GameMenuController.instance.moveText.text = "Moves: " + this._moveCount.ToString() + " (Player Stunned)";
            }
        }
コード例 #14
0
        public void UndoBlocks(PlayerInfo.MovementDirection currentDirection, PlayerInfo.MovementDirection previousDirection)
        {
            int i     = 0;
            int count = 0;

            BlockInfo.BlockDirection current  = (BlockInfo.BlockDirection)((int)currentDirection);
            BlockInfo.BlockDirection previous = (BlockInfo.BlockDirection)((int)previousDirection);

            if (currentDirection == previousDirection)
            {
                if (this._numberBlocks.Count > 0)
                {
                    count = this._numberBlocks.Count;
                    for (i = 0; i < count; i++)
                    {
                        this._numberBlocks[i].Undo();
                    }
                }
                this.blocksReady = true;
                return;
            }

            if (this._numberBlocks.Count > 0)
            {
                count = this._numberBlocks.Count;
                for (i = 0; i < count; i++)
                {
                    this._numberBlocks[i].Undo();
                }
            }

            if (this._normalBlocks.Count > 0)
            {
                count = this._normalBlocks.Count;
                for (i = 0; i < count; i++)
                {
                    if (this._normalBlocks[i].FirstDirection == current)
                    {
                        this._normalBlocks[i].BlockState = this._normalBlocks[i].PreviousState;
                    }

                    if (this._normalBlocks[i].FirstDirection == previous)
                    {
                        this._normalBlocks[i].BlockState = this._normalBlocks[i].PreviousState;
                    }
                    else if (previous == BlockInfo.BlockDirection.NONE)
                    {
                        this._normalBlocks[i].BlockState = this._normalBlocks[i].FirstState;
                    }
                }
            }

            if (this._multiBlocks.Count > 0)
            {
                count = this._multiBlocks.Count;
                for (i = 0; i < count; i++)
                {
                    if (this._multiBlocks[i].BlockDirections.Contains(current) && !this._multiBlocks[i].BlockDirections.Contains(previous))
                    {
                        this._multiBlocks[i].BlockState = this._multiBlocks[i].PreviousState;
                    }

                    if (this._multiBlocks[i].BlockDirections.Contains(previous))
                    {
                        if (!this._multiBlocks[i].isUp)
                        {
                            this._multiBlocks[i].BlockState = this._multiBlocks[i].PreviousState;
                        }
                    }
                    else if (previous == BlockInfo.BlockDirection.NONE)
                    {
                        this._multiBlocks[i].BlockState = this._multiBlocks[i].FirstState;
                    }
                }
            }

            if (this._switchBlocks.Count > 0)
            {
                count = this._switchBlocks.Count;
                for (i = 0; i < count; i++)
                {
                    if (this._switchBlocks[i].IsFlipped)
                    {
                        this._switchBlocks[i].Undo();
                        this._switchBlocks[i].IsFlipped = false;
                    }
                }
            }

            this.blocksReady = true;
        }
コード例 #15
0
        /// <summary>
        /// This Function is called whenever the player moves around, so that we can activate the blocks connnected to each movement.
        /// </summary>
        /// <param name="currentDirection">The Current Direction The Player Is Moving At.</param>
        /// <param name="previousDirection">The Previous Direction The Player Was Moving Before.</param>
        public void ActivateBlocks(PlayerInfo.MovementDirection currentDirection, PlayerInfo.MovementDirection previousDirection)
        {
            int i     = 0;
            int count = 0;

            BlockInfo.BlockDirection current = (BlockInfo.BlockDirection)((int)currentDirection);
            //BlockInfo.BlockDirection previous = (BlockInfo.BlockDirection)((int)previousDirection);

            if (currentDirection == previousDirection)
            {
                if (this._numberBlocks.Count > 0)
                {
                    count = this._numberBlocks.Count;
                    for (i = 0; i < count; i++)
                    {
                        if (this._numberBlocks[i].currentCounter == 1)
                        {
                            if (this._numberBlocks[i].isReversed)
                            {
                                this._numberBlocks[i].BlockState = BlockInfo.BlockState.DOWN;
                            }
                            else
                            {
                                this._numberBlocks[i].BlockState = BlockInfo.BlockState.UP;
                            }
                        }
                        else
                        {
                            if (this._numberBlocks[i].isReversed)
                            {
                                this._numberBlocks[i].BlockState = BlockInfo.BlockState.UP;
                            }
                            else
                            {
                                this._numberBlocks[i].BlockState = BlockInfo.BlockState.DOWN;
                            }
                        }
                    }
                }
                this.blocksReady = true;
                return;
            }
            if ((this._numberBlocks.Count | this._normalBlocks.Count | this._multiBlocks.Count) > 0)
            {
                GridAudio.instance.PlayMovement();
            }

            if (this._numberBlocks.Count > 0)
            {
                count = this._numberBlocks.Count;
                for (i = 0; i < count; i++)
                {
                    if (this._numberBlocks[i].currentCounter == 1)
                    {
                        if (this._numberBlocks[i].isReversed)
                        {
                            this._numberBlocks[i].BlockState = BlockInfo.BlockState.DOWN;
                        }
                        else
                        {
                            this._numberBlocks[i].BlockState = BlockInfo.BlockState.UP;
                        }
                    }
                    else
                    {
                        if (this._numberBlocks[i].isReversed)
                        {
                            this._numberBlocks[i].BlockState = BlockInfo.BlockState.UP;
                        }
                        else
                        {
                            this._numberBlocks[i].BlockState = BlockInfo.BlockState.DOWN;
                        }
                    }
                }
            }

            if (this._normalBlocks.Count > 0)
            {
                count = this._normalBlocks.Count;
                for (i = 0; i < count; i++)
                {
                    if (this._normalBlocks[i].FirstDirection == current)
                    {
                        if (this._normalBlocks[i].isUp)
                        {
                            continue;
                        }
                        else
                        {
                            this._normalBlocks[i].BlockState = BlockInfo.BlockState.UP;
                        }
                    }
                    else
                    {
                        if (this._normalBlocks[i].isUp)
                        {
                            this._normalBlocks[i].BlockState = BlockInfo.BlockState.DOWN;
                        }
                    }
                }
            }

            if (this._multiBlocks.Count > 0)
            {
                count = this._multiBlocks.Count;
                for (i = 0; i < count; i++)
                {
                    if (this._multiBlocks[i].BlockDirections.Contains(current))
                    {
                        if (this._multiBlocks[i].isUp)
                        {
                            this._multiBlocks[i].PreviousState = BlockInfo.BlockState.UP;
                            continue;
                        }
                        else
                        {
                            this._multiBlocks[i].BlockState = BlockInfo.BlockState.UP;
                        }
                    }
                    else
                    {
                        if (this._multiBlocks[i].isUp)
                        {
                            this._multiBlocks[i].BlockState = BlockInfo.BlockState.DOWN;
                        }
                    }
                }
            }

            this.blocksReady = true;
        }
コード例 #16
0
        private void GetInput()
        {
            if (PlayerController.instance.isMoving || AIController.instance.isMoving)
            {
                return;
            }

            if (PlayerController.instance.isStunned || AIController.instance.isStunned)
            {
                this._stunTimer += Time.deltaTime;

                if (this._stunTimer > 2.0f)
                {
                    PlayerController.instance.isStunned = false;
                    AIController.instance.isStunned     = false;
                    this._moveCount++;
                    this._stunTimer = 0.0f;
                }
            }

            if (MazeInfo.MazeMoveValue != null)
            {
                if (this._moveCount >= (this._maxMoves * 3))
                {
                    PlayerController.instance.isMoving = false;
                    AIController.instance.isMoving     = false;
                    PlayerController.instance.isDeath  = true;

                    PlayerController.instance.charactorAnimator.SetBool("IsDeath", PlayerController.instance.isDeath);
                    AIController.instance.charactorAnimator.SetBool("IsDeath", PlayerController.instance.isDeath);
                    GameController.instance.isStageFinished = true;
                }
            }

#if UNITY_IPHONE || UNITY_ANDROID
            if (!this._swipeController.GetInput())
            {
                GridController.instance.blocksReady = false;
            }
#else
            if (Input.GetKeyDown(KeyCode.UpArrow))
            {
                this.directionPrevious = this.directionCurrent;
                this.directionCurrent  = PlayerInfo.MovementDirection.FORWARD;
                if (!PlayerController.instance.isStunned)
                {
                    PlayerController.instance.GetInput(this.directionCurrent, this.directionPrevious);
                    if (!AIController.instance.isStunned)
                    {
                        AIController.instance.GetInput(this.directionCurrent, this.directionPrevious);
                    }

                    if (this._moveCount > 0)
                    {
                        this.ResetUndoStates();
                    }

                    this.ActivateBlocks(this.directionCurrent, this.directionPrevious);
                    this._moveCount++;
                }

                if (MazeInfo.MazeMoveValue != null)
                {
                    if (this._moveCount >= this._maxMoves * 2)
                    {
                        this.warningColor.a = (this._moveCount / this._maxMoves);
                    }
                }
            }
            else if (Input.GetKeyDown(KeyCode.RightArrow))
            {
                this.directionPrevious = this.directionCurrent;
                this.directionCurrent  = PlayerInfo.MovementDirection.RIGHT;
                if (!PlayerController.instance.isStunned)
                {
                    PlayerController.instance.GetInput(this.directionCurrent, this.directionPrevious);
                    if (!AIController.instance.isStunned)
                    {
                        AIController.instance.GetInput(this.directionCurrent, this.directionPrevious);
                    }

                    if (this._moveCount > 0)
                    {
                        this.ResetUndoStates();
                    }

                    this.ActivateBlocks(this.directionCurrent, this.directionPrevious);
                    this._moveCount++;
                }

                if (MazeInfo.MazeMoveValue != null)
                {
                    if (this._moveCount >= this._maxMoves * 2)
                    {
                        this.warningColor.a = (this._moveCount / this._maxMoves);
                    }
                }
            }
            else if (Input.GetKeyDown(KeyCode.DownArrow))
            {
                this.directionPrevious = this.directionCurrent;
                this.directionCurrent  = PlayerInfo.MovementDirection.BACKWARD;
                if (!PlayerController.instance.isStunned)
                {
                    PlayerController.instance.GetInput(this.directionCurrent, this.directionPrevious);
                    if (!AIController.instance.isStunned)
                    {
                        AIController.instance.GetInput(this.directionCurrent, this.directionPrevious);
                    }

                    if (this._moveCount > 0)
                    {
                        this.ResetUndoStates();
                    }

                    this.ActivateBlocks(this.directionCurrent, this.directionPrevious);
                    this._moveCount++;
                }

                if (MazeInfo.MazeMoveValue != null)
                {
                    if (this._moveCount >= this._maxMoves * 2)
                    {
                        this.warningColor.a = (this._moveCount / this._maxMoves);
                    }
                }
            }
            else if (Input.GetKeyDown(KeyCode.LeftArrow))
            {
                this.directionPrevious = this.directionCurrent;
                this.directionCurrent  = PlayerInfo.MovementDirection.LEFT;

                if (!PlayerController.instance.isStunned)
                {
                    PlayerController.instance.GetInput(this.directionCurrent, this.directionPrevious);
                    if (!AIController.instance.isStunned)
                    {
                        AIController.instance.GetInput(this.directionCurrent, this.directionPrevious);
                    }

                    if (this._moveCount > 0)
                    {
                        this.ResetUndoStates();
                    }

                    this.ActivateBlocks(this.directionCurrent, this.directionPrevious);
                    this._moveCount++;
                }

                if (MazeInfo.MazeMoveValue != null)
                {
                    if (this._moveCount >= this._maxMoves * 2)
                    {
                        this.warningColor.a = (this._moveCount / this._maxMoves);
                    }
                }
            }
            else
            {
                GridController.instance.blocksReady = false;
            }
#endif

            PlayerController.instance.CheckCurrentBlock();
            AIController.instance.CheckCurrentBlock();

            if (PlayerController.instance.CanUndo & AIController.instance.CanUndo)
            {
                GameMenuController.instance.undoButton.SetActive(true);
            }
            else
            {
                GameMenuController.instance.undoButton.SetActive(false);
            }

            if (MazeInfo.MazeMoveValue == null)
            {
                if (PlayerController.instance.isStunned)
                {
                    GameMenuController.instance.moveText.text = "Moves: " + this._moveCount.ToString() + " (Player Stunned)";
                }
                else
                {
                    GameMenuController.instance.moveText.text = "Moves: " + this._moveCount.ToString();
                }
            }
            else
            {
                if (MazeInfo.MazeMoveValue.ContainsKey(MazeInfo.CurrentMazeNumber - 1))
                {
                    if (PlayerController.instance.isStunned)
                    {
                        GameMenuController.instance.moveText.text = "Maze: " + MazeInfo.CurrentMazeNumber.ToString() + " / " + MazeInfo.MaxMazeLength.ToString() + '\n' + "Moves: " + this._moveCount.ToString() + " / " + (this._maxMoves * 3).ToString() + " (Player Stunned)";
                    }
                    else
                    {
                        GameMenuController.instance.moveText.text = "Maze: " + MazeInfo.CurrentMazeNumber.ToString() + " / " + MazeInfo.MaxMazeLength.ToString() + '\n' + "Moves: " + this._moveCount.ToString() + " / " + (this._maxMoves * 3).ToString();
                    }
                }
                else
                {
                    GameMenuController.instance.moveText.text = "Moves: " + this._moveCount.ToString() + " (Player Stunned)";
                }
            }
        }