public void ResetToken(PlayerPiece _p, PathPoints pathPoints) { print("Pathpoint " + pathPoints); pathPoints.RemovePlayerPiece(_p); _p.transform.localPosition = _p._base.localPosition; //_p.currentPathPoint.RemovePlayerPiece(_p); pathPoints.RemovePlayerPiece(_p); _p.isReady = false; _p.canMove = false; _p.numberOfStepsAlreadyMoved = 0; return; }
IEnumerator MoveSteps_Enum(PathPoints[] pathPointsToMoneOn_) { yield return(new WaitForSeconds(0.25f)); int numOfStepsToMove = GameManager.gm.numOfStepsToMove; if (canMove) { previousPathPoint.RescaleAndReposAllPlayerPieces(); for (int i = numberOfStepsAlreadyMoved; i < (numberOfStepsAlreadyMoved + numOfStepsToMove); i++) { if (isPathPointsAvailableToMove(numOfStepsToMove, numberOfStepsAlreadyMoved, pathPointsToMoneOn_)) { transform.position = pathPointsToMoneOn_[i].transform.position; yield return(new WaitForSeconds(0.5f)); } } } movementDone = true; GameManager.gm.State(this); if (isPathPointsAvailableToMove(numOfStepsToMove, numberOfStepsAlreadyMoved, pathPointsToMoneOn_)) { numberOfStepsAlreadyMoved += numOfStepsToMove; GameManager.gm.RemovePathPoint(previousPathPoint); previousPathPoint.RemovePlayerPiece(this); currentPathPoint = pathPointsToMoneOn_[numberOfStepsAlreadyMoved - 1]; currentPathPoint.AddPlayerPiece(this); GameManager.gm.AddPathPoint(currentPathPoint); previousPathPoint = currentPathPoint; } if (moveSteps_Coroutine != null) { StopCoroutine(moveSteps_Coroutine); } }