public void CheckSolution(Vector3 worldlocation) { // retrieve which country has been clicked by the user from trapezoidal decomp Trapezoid res = (Trapezoid)decomp.SearchGraph.Search(worldlocation).Value; searchResult = res.Bottom.Country; if (searchResult == levelCountry) { if (levelCountry == "Mordor") { m_boromirExceptionContainer.gameObject.SetActive(true); m_boromirExceptionText.gameObject.SetActive(true); } m_advanceButton.Enable(); } else { m_tryagainContainer.gameObject.SetActive(true); m_tryagainText.gameObject.SetActive(true); m_advanceButton.Disable(); if (searchResult == "null") { m_tryagainText.text = "Try again! You clicked outside the map!"; } else { m_tryagainText.text = "Try again! You selected " + searchResult.ToString() + "!"; } } }
public void CheckSolution() { if (CheckHull()) { m_advanceButton.Enable(); } else { m_advanceButton.Disable(); } }
/// <summary> /// Checks whether there is a solution of sufficient quality present /// </summary> public void CheckSolution() { if (CheckTour()) { m_advanceButton.Enable(); m_giveUpButton.Disable(); } else { m_giveUpButton.Enable(); m_advanceButton.Disable(); } }
/// <summary> /// Update the text on hint button and enable/disable. /// </summary> private void UpdateHintButton() { if (m_numberOfHints > 0) { m_hintButton.SetText("Hint (" + m_numberOfHints + ")"); m_hintButton.Enable(); } else { m_hintButton.Disable(); } m_advanceButton.Disable(); }
public void CheckSolution() { // calculate ratio of area visible var ratio = m_solution.Area / LevelPolygon.Area; Debug.Log(ratio + " part is visible"); // see if entire polygon is covered if (MathUtil.GEQEps(ratio, 1f, 0.001f)) { m_advanceButton.Enable(); } }
public void CheckSolution() { var stars = HullRate(); if (stars == 0) { m_advanceButton.Disable(); } else { m_advanceButton.Enable(); } }
public void CheckSolution() { if (m_levels[m_levelCounter].MaxNumberOfLighthouses != m_solution.Count || !CheckContainmentPoints()) { return; } // calculate ratio of area visible var ratio = m_solution.Area / LevelPolygon.Area; Debug.Log(ratio + " part is visible"); // see if entire polygon is covered // only check if no solution yet found if (MathUtil.GEQEps(ratio, 1f, 0.001f * m_levels[m_levelCounter].MaxNumberOfLighthouses)) { m_advanceButton.Enable(); } }