//toggles each of the four drop zones occupied and not depending on the boolean received public void toggleZoneReadyGathering(CaptureScript zone) { if (gatheringDropZoneQueue.Contains(zone)) { gatheringDropZoneQueue.Remove(zone); } gatheringDropZoneQueue.Add(zone); int index; gatheringZoneOccupied[index = zone.getZoneNumber() - 1] = zone.isElementCaptured(); bool readyToEnterGathering = zone.isElementCaptured(); if (zone.isElementCaptured()) //checks whether the rest of the zones are captured if this zone is //sets the name to pass on to gathering mode { elementsInDropZones[index] = zone.myElementGameObject.name; for (int i = 0; i < gatheringZoneOccupied.Length; i++) { if (elementsInDropZones[i] == elementsInDropZones[index] && i != index) //if there's already an element that is the same, delete it from the first drop zone { gatheringDropZones[i].OnMouseDown(); readyToEnterGathering = false; } if (!gatheringZoneOccupied[i]) //if a zone is unoccpied { readyToEnterGathering = false; } } } else { elementsInDropZones[index] = noElementString; } //toggles the play button on and off }
void Start() { //sets the text box toggleCraftedElement(false); //references to the capture scripts in the drop zones zone1Capturer = elementDropZone1.GetComponent <CaptureScript>(); zone2Capturer = elementDropZone2.GetComponent <CaptureScript>(); //reference to the child gameobject that represetns the element //myElementGameObject = transform.GetChild (3).gameObject; //myElementSprite = myElementGameObject.GetComponent<Image>(); //sets the starting prompting text setEmptyMessage(); //adds the creation function to the event OnElementCreated += createElement; }
void Start() { if (transform.parent.name.Contains("Result")) { isCompiler = true; } if (transform.parent.name.Contains("Zone") || isCompiler) //prevents elements in the drop zone from being scaled { isDropZone = isCompiler ? false:true; //script reference to capture zone controller zoneController = isCompiler ? GetComponent <CaptureScript>():transform.parent.GetComponent <CaptureScript>(); //changes the sort order to make sure the zone can receive button clicks GetComponent <Canvas>().sortingOrder = transform.parent.GetComponent <Canvas>().sortingOrder + 1; } else { //makes the element slightly smaller transform.localScale = new Vector3(0.9f, 0.9f); } }
private void Start() { capture = FindObjectOfType <CaptureScript>(); }
// Use this for initialization void Start() { captureScript = capture.GetComponent <CaptureScript>(); }
private void Start() { randomRot = GetComponent <RandomRotation>(); capture = FindObjectOfType <CaptureScript>(); }
// Used to set the CaptureScript this element is referring to public void setCapturer(CaptureScript capturer) { this.capturer = capturer; }
void Start () { //sets the text box toggleCraftedElement(false); //references to the capture scripts in the drop zones zone1Capturer = elementDropZone1.GetComponent<CaptureScript>(); zone2Capturer = elementDropZone2.GetComponent<CaptureScript>(); //reference to the child gameobject that represetns the element //myElementGameObject = transform.GetChild (3).gameObject; //myElementSprite = myElementGameObject.GetComponent<Image>(); //sets the starting prompting text setEmptyMessage(); //adds the creation function to the event OnElementCreated += createElement; }
//toggles each of the four drop zones occupied and not depending on the boolean received public void toggleZoneReadyGathering (CaptureScript zone) { if (gatheringDropZoneQueue.Contains(zone)) { gatheringDropZoneQueue.Remove(zone); } gatheringDropZoneQueue.Add(zone); int index; gatheringZoneOccupied[index = zone.getZoneNumber()-1] = zone.isElementCaptured(); bool readyToEnterGathering = zone.isElementCaptured(); if (zone.isElementCaptured()) { //checks whether the rest of the zones are captured if this zone is //sets the name to pass on to gathering mode elementsInDropZones[index] = zone.myElementGameObject.name; for (int i = 0; i < gatheringZoneOccupied.Length; i++) { if (elementsInDropZones[i] == elementsInDropZones[index] && i != index) { //if there's already an element that is the same, delete it from the first drop zone gatheringDropZones[i].OnMouseDown(); readyToEnterGathering = false; } if (!gatheringZoneOccupied[i]) { //if a zone is unoccpied readyToEnterGathering = false; } } } else { elementsInDropZones[index] = noElementString; } //toggles the play button on and off }