//Movement /* * get the touch input * get the position in the array * use deltaposition to see which direction it went * to see which direction find the difference detween the start and stop of both x and y * see which number is larger(check if neg or pos) * then the difference also tells the direction(up down left right) * pass the information to the game logic class with the array posstion and which direction */ void FixedUpdate() { if (!_paused) { //Debug.Log("can touch is: " + canTouch); //Debug.Log("moving is: " + moving); //Debug.Log("moveComplete is " + moveComplete); if (!_gameField.AreVisibleTilesMoving()) { canTouch = true; } if (_gameField.AreVisibleTilesMoving() && !moving) { canTouch = false; } if (moving) { CheckMovementComplete(); } if (Input.GetKeyDown("p") || Input.GetKeyDown(KeyCode.Escape)) { CheckBoard(); canTouch = false; } if (Input.GetKeyDown("l")) { canTouch = true; } if (canTouch && !_gameField.AreVisibleTilesMoving()) { TrackMovement(); } if (!_gameField.AreVisibleTilesMoving()) { if (_boardCheckCounter >= 15) { CheckBoard(); _boardCheckCounter = 0; } _boardCheckCounter++; } if (_noMatches) { if (_comboResetCounter >= 20) { _feedback.CombatUI.GetComponentInChildren <ComboFeedback>().comboOver = true; _feedback.CombatUI.GetComponentInChildren <ComboFeedback>().comboCount = GameManager.comboCount; GameManager.comboCount = 0; _comboResetCounter = 0; } _comboResetCounter++; } else { _comboResetCounter = 0; } } }