Exemplo n.º 1
0
    // Start is called before the first frame update
    void Start()
    {
        //WindowManager.instance.ScreenSizeChangeEvent += Instance_ScreenSizeChangeEvent;

        DetectPossibleMoves.SetBooleans();
        GamePieces.FindGameBlocks();
        GamePieces.FindGamePieces();

        clickAndDropScript = gameObject.GetComponent <ClickAndDrop>();
        gameOverCanvas     = GameObject.FindGameObjectWithTag("GameOverCanvas");
        restartButton      = GameObject.FindGameObjectWithTag("RestartButton");
        changeColorButton  = GameObject.FindGameObjectWithTag("ChangeColor");
        highScoreIcon      = GameObject.FindGameObjectWithTag("HighScoreIcon");

        background = GameObject.FindGameObjectWithTag("BlurBG");

        gameOverCanvas.SetActive(false);
        restartButton.SetActive(false);
        changeColorButton.SetActive(true);
        background.SetActive(false);
        highScoreIcon.SetActive(true);


        // Change BG
        var camera = (Camera)FindObjectOfType(typeof(Camera));

        camera.backgroundColor = SetColor.GetColor("Background");

        // Change Grid
        AnimateGrid.SetGrid();

        UpdateColor();
    }
Exemplo n.º 2
0
	// Use this for initialization
	void Start () {
		canPick=false;
		CAD=GameObject.Find ("Main Camera").GetComponent<ClickAndDrop>();
	}
Exemplo n.º 3
0
    // Main method that runs to find what objects are valid and plays it on the grid
    public static void WhereAreGamePiecesToPlay()
    {
        GamePieces.isAPlayValid = false;
        foreach (GameObject oneGamePiece in CollectionOfGamePieces)
        {
            bool isAGameBlockOutsideTheBoard       = false;
            bool isAGameBlockOverLappingAValidPlay = false;
            bool isObjectClicked = false;
            gameObjectDetection = oneGamePiece.GetComponent <DetectObjectClicked>();
            objectClickAndDrop  = oneGamePiece.GetComponent <ClickAndDrop>();
            if (gameObjectDetection.IsObjectClicked)
            {
                objectClickAndDrop.enabled = true;
            }


            // Save position of gamePiece if invalid placement
            if (Input.GetMouseButtonDown(0))
            {
                // Detect if gamePiece has the script
                if (oneGamePiece.GetComponent <DetectObjectClicked>() != null)
                {
                    isObjectClicked = gameObjectDetection.IsObjectClicked;

                    // Get the Block ID if an object has been clicked.
                    if (isObjectClicked && hasClickedObjectBeenReleased)
                    {
                        UUIDofObject = gameObjectDetection.UUID;

                        hasClickedObjectBeenReleased = false;
                    }
                }
            }

            // Get children
            Transform[] manyGameBlocks = oneGamePiece.GetComponentsInChildren <Transform>();

            // Get children position for valid placement
            foreach (var oneGameBlock in manyGameBlocks)
            {
                //  The main game block [Not the children of it]
                if (GetGameBlockTag(oneGameBlock))
                {
                    float x = oneGameBlock.position.x;
                    float y = oneGameBlock.position.y;

                    //Debug.Log("X: " + x + " Y: " + y);
                    //Debug.Log(InsideBorder(x, y));
                    isAGameBlockOutsideTheBoard = InsideBorder(x, y) ? isAGameBlockOutsideTheBoard : true;
                    //if (!InsideBorder(x, y))
                    //    isAGameBlockOutsideTheBoard = true;

                    Vector2 v = GameGrid.Vector2Round(oneGameBlock.position);

                    // Mark true: if a game piece is overlapping
                    if (GameGrid.IsAGamePieceInsideGridAt(v))
                    {
                        isAGameBlockOverLappingAValidPlay = true;
                    }
                }
            }

            // FOR VALID PLAY
            // If: children position is valid, destory gamepiece & leave gameblocks on board
            // When the mouse is released
            bool isAGameBlockInsideTheBoard = !isAGameBlockOutsideTheBoard;
            if (!isAGameBlockOverLappingAValidPlay && isAGameBlockInsideTheBoard && Input.GetMouseButtonUp(0))
            {
                foreach (var oneGameBlock in manyGameBlocks)
                {
                    // Align the gameblocks on the grid
                    var pos = GameGrid.Vector2Round(oneGameBlock.position);
                    oneGameBlock.position = pos;

                    if (GetGameBlockTag(oneGameBlock))
                    {
                        oneGameBlock.parent = null;
                        Destroy(oneGamePiece);

                        // Place valid piece on game grid
                        Vector2 v = GameGrid.Vector2Round(oneGameBlock.position);
                        GameGrid.grid[(int)v.x, (int)v.y] = oneGameBlock;

                        // Change the background grid color
                        AnimateGrid.ChangeBgGridColor((int)v.x, (int)v.y);

                        hasClickedObjectBeenReleased = true;
                        isAPlayValid = true;
                    }
                }
            }

            // FOR INVALID PLAY
            // Else: restore gamepiece to it's orginal location for an invalid play
            else if (isAGameBlockOverLappingAValidPlay && Input.GetMouseButtonUp(0) ||
                     isAGameBlockOutsideTheBoard && Input.GetMouseButtonUp(0))
            {
                if (UUIDofObject == gameObjectDetection.UUID)
                {
                    oneGamePiece.transform.position = gameObjectDetection.PositionOfObject;
                    var localScale = oneGamePiece.transform.localScale;
                    localScale.x = OriginalScale;
                    localScale.y = OriginalScale;
                    oneGamePiece.transform.localScale = localScale;
                    hasClickedObjectBeenReleased      = true;
                    //objectClickAndDrop.enabled = false;
                }
            }
        }
    }