//Called by return button in various menus public void onMainMenuClick() { MainGameScript.ClearGameObjects(); SceneManager.LoadScene(mainMenuLvl); MainGameScript.Player_2_Turn = false; MainGameScript.BG_Index = 0; }
// Use this for initialization void Awake() { mainGame = GameObject.Find("Camera").GetComponent <MainGameScript>(); Txts = new GameObject[numItem]; txtStatus = new txtStatusEnum[numItem]; Txts[0] = GameObject.Find("TxtS"); Txts[1] = GameObject.Find("TxtT"); Txts[2] = GameObject.Find("TxtO"); Txts[3] = GameObject.Find("TxtP"); for (int i = 0; i < numItem; i++) { txtStatus[i] = txtStatusEnum.INITED; } called = false; allSet = false; initYpos = Txts[0].transform.position.y; goalYPos = initYpos - 1200f; bounceYPos = goalYPos + 400f; moveUnit = 50.0f; //nextPointer = 0; //Debug.Log("StopInitPos (start): " + Txts[0].transform.position.ToString()); }
void Start() { mainGameScript = FindObjectOfType <MainGameScript>(); playerGameScript = FindObjectOfType <PlayerGameScript>(); text = GetComponent <Text>(); }
void Start() { mainGameScript = FindObjectOfType <MainGameScript>(); audioPlayer = FindObjectOfType <AudioPlayer>(); startClicked = false; }
// Use this for initialization void Awake() { mainGame = GameObject.Find("Camera").GetComponent <MainGameScript>(); hand = this.gameObject; isUsed = false; isPausing = false; isTouching = false; rotUnit = baseRotUnit; isIncreasing = true; minAngle = 0.0f; maxAngle = 60.0f; hide = false; holeHandsInUseCounter = 0; catEyeAnimator = GameObject.Find("cat").GetComponent <Animator>(); catEyeAnimator.SetBool("isStarted", false); catEyeAnimator.SetBool("isCaught", false); switched = false; caughtEyeCount = 0; doubleSpeed = false; }
// Use this for initialization void Awake() { mainGame = GameObject.Find("Camera").GetComponent <MainGameScript>(); missTxts = GameObject.FindGameObjectsWithTag("missTxt"); missTxtUsed = new bool[missTxts.Length]; targetYPos = new float[missTxts.Length]; for (int i = 0; i < missTxts.Length; i++) { missTxtUsed[i] = false; targetYPos[i] = 0f; } moveYUnit = 2.0f; atUsed = false; addTimerTxt = GameObject.Find("addTimeTxt"); atTargetPos = addTimerTxt.transform.position; addTimerTxt.SetActive(false); targetFrameNo = 30; frameNo = 0; foreach (GameObject missT in missTxts) { missT.SetActive(false); } }
void Start() { mainGameScript = FindObjectOfType <MainGameScript>(); playerGameScript = FindObjectOfType <PlayerGameScript>(); audioPlayer = FindObjectOfType <AudioPlayer>(); nextDayClicked = false; }
//Called by cancel button in game public void onCancelClick() { MainGameScript.ResetDots(); foreach (GameObject go in GameObject.Find("mainGameHandler").GetComponent <MainGameScript>().confirmUI) { go.GetComponent <Image>().enabled = false; } }
// Use this for initialization void Awake() { mainGame = GameObject.Find("Camera").GetComponent <MainGameScript>(); titleCatImg = GameObject.Find("titleCatImg"); //Debug.Log("Rot: " + titleCatImg.transform.eulerAngles); minAngle = 0.0f; maxAngle = 20.0f; increasing = true; moveUnit = 0.4f; bgmOnBtn = GameObject.Find("bgmOnBtn"); bgmOffBtn = GameObject.Find("bgmOffBtn"); seOnBtn = GameObject.Find("seOnBtn"); seOffBtn = GameObject.Find("seOffBtn"); if (isBgmOn) { bgmOnBtn.SetActive(true); bgmOffBtn.SetActive(false); bgm.Play(); } else { bgmOnBtn.SetActive(false); bgmOffBtn.SetActive(true); } if (isSeOn) { seOnBtn.SetActive(true); seOffBtn.SetActive(false); } else { seOnBtn.SetActive(false); seOffBtn.SetActive(true); } settingPanel.SetActive(false); loadingPanel.SetActive(false); /*isBgmOn = true; * isSeOn = true; */ if (!showStart) { //Debug.Log("Start from Game"); //mainGame.readyGame(); startCanvas.SetActive(false); } //showStart = false; }
void Start() { mainGameScript = FindObjectOfType <MainGameScript>(); gameScript = GetComponent <EnemyGameScript>(); hasResetOnFishing = false; ResetValues(); }
void Start() { needleImage = GetComponent <Image>(); //meterImage = GetComponentInParent<Image>(); mainGameScript = FindObjectOfType <MainGameScript>(); playerGameScript = FindObjectOfType <PlayerGameScript>(); hidingCoroutine = StartCoroutine(Hide()); }
void Awake() { instance = this; pointGenerator = gameObject.GetComponent <PointGenerator> (); if (pointGenerator == null) { Debug.LogWarning("Did not fount Point Generator"); } gameTime = setGameTime; }
void Start() { controls = GetComponent <MouseControls>(); gameScript = GetComponent <PlayerGameScript>(); mainGameScript = FindObjectOfType <MainGameScript>(); direction = Vector2.right; startingPosition = transform.position; newDay = false; }
// Update is called once per frame void Update() { //Night doesn't last a determinate amount of time, so only move the texture during the day if (!MainGameScript.isNight) { //Lerp (linearly interpolate) between our two positions using a percentage of the day's progress as a weight, meaning this will automatically //adjust to changes in the day's length. transform.position = Vector3.Lerp(pos1, pos2, MainGameScript.DayProgress()); } else { //the bottom of the texture is identical to the top so this may seem simple but it creates a smooth transition transform.position = pos2; } }
// Update is called once per frame void Update() { //遊戲進行中不斷Update目前數字 currentDisplay.text = string.Format("{0}", ScoreScript.CurrentPoint); scoreDisplay.text = string.Format("{0}", ScoreScript.Score); scoreDisplay.Commit(); if (targetPoint == ScoreScript.CurrentPoint) //目標點數=現在點數,得分! //得分 { ScoreScript.Score += 10; ScoreScript.CurrentPoint = 0; resetTarget(BanSwitch); MainGameScript.GameTimeChange(gameTimeBonus); if (!SettingsScript.IsSFXMute) { AudioSource.PlayClipAtPoint(getScore, new Vector3(), 1f); } } //驗證是否超過目標數 if (ScoreScript.CurrentPoint != 0 && (targetPoint < ScoreScript.CurrentPoint)) //不為0 且 爆掉了 { resetTarget(BanSwitch); fade(); //爆掉提示 MainGameScript.GameTimeChange(gameTimeDeduct); } //驗證是否採到禁止數 if (BanSwitch) //禁數模式開啟 { if (isBanned(ScoreScript.CurrentPoint, bannedMode)) //踩到禁數 { resetTarget(BanSwitch); fade(); //爆掉提示 MainGameScript.GameTimeChange(gameTimeDeduct); } } //依各關不同控制 //取得hitPoint然後依各關規則修改currentPoint //以本關為例,currentPoint要加hitPoint if (ScoreScript.HitPoint != 0) { ScoreScript.CurrentPoint += ScoreScript.HitPoint; ScoreScript.HitPoint = 0; } }
// Update is called once per frame void Update() { //遊戲進行中不斷Update目前數字 currentDisplay.text = string.Format("{0}", ScoreScript.CurrentPoint); scoreDisplay.text = string.Format("{0}", ScoreScript.Score); scoreDisplay.Commit(); //得分 if (ScoreScript.CurrentPoint == targetPoint) //現在點數=目標1,得分! //得分 { ScoreScript.Score += 10; //重設目標 ScoreScript.CurrentPoint = resetTarget(); //增加遊戲時間 MainGameScript.GameTimeChange(gameTimeBonus); } //依各關不同控制 //取得hitPoint然後依各關規則修改currentPoint if (ScoreScript.HitPoint != 0) { if ((ScoreScript.CurrentPoint % ScoreScript.HitPoint) == 0) //legal { ScoreScript.CurrentPoint /= ScoreScript.HitPoint; } else { //illegal 重設目標 ScoreScript.CurrentPoint = resetTarget(); fade(); //減少遊戲時間 MainGameScript.GameTimeChange(gameTimeDeduct); } ScoreScript.HitPoint = 0; } if (ScoreScript.CurrentPoint <= 0) //出現不合理的數 { ScoreScript.CurrentPoint = resetTarget(); fade(); MainGameScript.GameTimeChange(gameTimeDeduct); } }
// Use this for initialization void Start() { mainGame = gameObject.GetComponent <MainGameScript> (); if (mainGame == null) { Debug.LogError("Unable to load MainGameScript"); } pauseMenu.SetActive(false); pauseButton.SetActive(false); gameOverScreen.gameObject.SetActive(false); StartInstruction.SetActive(true); // Show Start Instruction and pause game on default. Time.timeScale = 0f; isPaused = true; }
// Update is called once per frame void Update() { //遊戲進行中不斷Update目前數字 currentDisplay.text = string.Format("{0}", ScoreScript.CurrentPoint); scoreDisplay.text = string.Format("{0}", ScoreScript.Score); scoreDisplay.Commit(); //驗證得分 if (targetPoint == ScoreScript.CurrentPoint) //目標點數=現在點數,得分! //得分 { ScoreScript.Score += 10; ScoreScript.CurrentPoint = 0; resetTarget(BanSwitch); MainGameScript.GameTimeChange(gameTimeBonus); } //驗證是否超過目標數 if (targetPoint > ScoreScript.CurrentPoint) //不為0 且 爆掉了 { resetTarget(BanSwitch); fade(); MainGameScript.GameTimeChange(gameTimeDeduct); } //驗證是否採到禁止數 if (BanSwitch) //禁數模式開啟 { if (isBanned(ScoreScript.CurrentPoint, bannedMode)) //踩到禁數 { resetTarget(BanSwitch); fade(); //扣遊戲時間 MainGameScript.GameTimeChange(gameTimeDeduct); } } //依各關不同控制 //取得hitPoint然後依各關規則修改currentPoint //以本關為例,currentPoint要減hitPoint if (ScoreScript.HitPoint != 0) { ScoreScript.CurrentPoint -= ScoreScript.HitPoint; ScoreScript.HitPoint = 0; } }
// Use this for initialization void Start() { self = this.gameObject; mainGame = GameObject.Find("Camera").GetComponent <MainGameScript>(); myScore = amIpiranha ? -10 : 10; missScore = amIpiranha ? 0 : -5; maxHeight = 0.5f; minHeight = -0.40f; moveUnit = Random.Range(0.01f, 0.03f); // Initial position self.transform.localPosition = new Vector3(0, minHeight, 0); self.transform.localEulerAngles = new Vector3(-90, 90, 0); isMovingDown = false; atMax = false; }
private void Awake() { // if the singleton hasn't been initialized yet if (Instance != null && Instance != this) { Destroy(this.gameObject); } Instance = this; starContainer = GameObject.Find("StarIndicator"); scoreText = GameObject.Find("ScoreText").GetComponent <Text>(); scoreText.text = score + "/" + goalScore; Transform canvas = GameObject.Find("LevelUICanvas").transform; loseScreen = canvas.Find("LoseGame").gameObject; restartButton = canvas.Find("GameUI").Find("Restart").gameObject; startButton = canvas.Find("GameUI").Find("Play").gameObject; }
private ClientStateUpdateType MatchUpdateType(string updateType) { ClientStateUpdateType res = ClientStateUpdateType.Null; switch (MainGameScript.Str2CST(updateType)) { case (MainGameScript.ClientStateTypes.CST_COUNT): res = ClientStateUpdateType.Cardcount; break; case (MainGameScript.ClientStateTypes.CST_MULLIGAN): res = ClientStateUpdateType.Mulligan; break; default: Debug.LogError("Error matching ClientStateType to a corresponding ClientStateUpdateType"); break; } return(res); }
// Use this for initialization void Start() { // DO NOT REMOVE THE CODE BELOW Screen.orientation = ScreenOrientation.Portrait; // mainGame = gameObject.GetComponent <MainGameScript> (); if (mainGame == null) { Debug.LogError("Unable to load MainGameScript"); } pauseMenu.SetActive(false); pauseButton.SetActive(false); gameOverScreen.gameObject.SetActive(false); StartInstruction.SetActive(true); // Show Start Instruction and pause game on default. Time.timeScale = 0f; isPaused = true; }
void Awake() { instance = this; pointGenerator = gameObject.GetComponent <PointGenerator> (); if (pointGenerator == null) { Debug.LogWarning("Did not fount Point Generator"); } if (chooseMode.setDifficulty == 3) { gameTime = EasyModeTime; } if (chooseMode.setDifficulty == 2) { gameTime = MediumModeTime; } if (chooseMode.setDifficulty == 1) { gameTime = HardModeTime; } }
// Use this for initialization void Awake() { mainGame = GameObject.Find("Camera").GetComponent <MainGameScript>(); effectTxtCtrl = GameObject.Find("EffectTxtPanel").GetComponent <EffectTextScript>(); inGame = mainGame.isGameStarted; isPausing = mainGame.isPausing; amIInited = false; amIActive = false; timerMax = 10.0f; timerMin = 4.0f; generateClockFish = false; generateDSFish = false; //nextGenTimer = Random.Range(0.0f, timerMax); fishPrefab = Resources.Load("Prefabs/fs_g_fish") as GameObject; attackFishPrefab = Resources.Load("Prefabs/fs_b_fish") as GameObject; clockFishPrefab = Resources.Load("Prefabs/fs_clock_fish") as GameObject; dsFishPrefab = Resources.Load("Prefabs/fs_double_fish") as GameObject; fishCaughtPrefab = Resources.Load("Prefabs/fish_caught_hand") as GameObject; bFishBytePrefab = Resources.Load("Prefabs/fish_bite_hand") as GameObject; frameNo = 20; fadeOutFrame = 0; fadingOut = false; alphaChangeUnit = 1f / (float)frameNo; ExitState = false; /* Sound Effect */ effectSound = this.gameObject.GetComponent <AudioSource>(); catchSound = Resources.Load("sounds/cat_meow_2") as AudioClip; missSound = Resources.Load("sounds/beep1") as AudioClip; biteSound = Resources.Load("sounds/bite_sound") as AudioClip; }
// Use this for initialization void Start() { _mainGameScript = Camera.main.GetComponent<MainGameScript>(); }
void Start() { mainGameScript = FindObjectOfType <MainGameScript>(); }
void Awake() { instance = this; Application.targetFrameRate = 60; }
// Called when the user has pressed the mouse button while over the collider void OnMouseDown() { //if this is first dot to be clicked on by user if (MainGameScript.First_Dot) { //play audio AudioScript.PlayAudio("dot"); //save first dot in main script MainGameScript.Dot_One = this.gameObject; //color first dot the current player's color, so user knows it was clicked this.gameObject.GetComponent <MeshRenderer>().material.color = MainGameScript._Players[Convert.ToInt32(MainGameScript.Player_2_Turn)]; //sets FirstDot bool to false, so next dot will execute the contents of the else statement MainGameScript.First_Dot = false; //loops through all dots to enlarge selectable ones foreach (GameObject currentDot in MainGameScript.Grid_Dots) { //save the names of the first dot and the current dot in the array string thisDotName = MainGameScript.Dot_One.name; string secondDotName = currentDot.name; //save integers of firstDotNames for line coordinates int[] firstDot = new int[] { (int)Char.GetNumericValue(thisDotName[1]), (int)Char.GetNumericValue(thisDotName[2]), (int)Char.GetNumericValue(thisDotName[3]) }; //save integers of secondDotNames for line coordinates int[] secondDot = new int[] { (int)Char.GetNumericValue(secondDotName[1]), (int)Char.GetNumericValue(secondDotName[2]), (int)Char.GetNumericValue(secondDotName[3]) }; //checks if the two dots are the same dot if (firstDot[0] == secondDot[0] && firstDot[1] == secondDot[1] && firstDot[2] == secondDot[2]) { //leave selectable for cancelling purposes } //checks if the dots have the same Y and Z values, which means they are on the same X plane else if (firstDot[1] == secondDot[1] && firstDot[2] == secondDot[2]) { //Determines if they are close enough to be valid int difference = firstDot[0] - secondDot[0]; if (Math.Abs(difference) == 1) { currentDot.transform.localScale = new Vector3((MainGameScript.DOT_BASE_SCALE * bigScale), (MainGameScript.DOT_BASE_SCALE * bigScale), (MainGameScript.DOT_BASE_SCALE * bigScale)); currentDot.gameObject.GetComponent <MeshRenderer>().material.color = selectableCol; } else { currentDot.gameObject.GetComponent <SphereCollider>().enabled = false; } } //checks if the dots have the same X and Z values, which means they are on the same Y plane else if (firstDot[0] == secondDot[0] && firstDot[2] == secondDot[2]) { //Determines if they are close enough to be valid int difference = firstDot[1] - secondDot[1]; if (Math.Abs(difference) == 1) { currentDot.transform.localScale = new Vector3((MainGameScript.DOT_BASE_SCALE * bigScale), (MainGameScript.DOT_BASE_SCALE * bigScale), (MainGameScript.DOT_BASE_SCALE * bigScale)); currentDot.gameObject.GetComponent <MeshRenderer>().material.color = selectableCol; } else { currentDot.gameObject.GetComponent <SphereCollider>().enabled = false; } } //checks if the dots have the same X and Y values, which means they are on the same Z plane else if (firstDot[0] == secondDot[0] && firstDot[1] == secondDot[1]) { //Determines if they are close enough to be valid int difference = firstDot[2] - secondDot[2]; if (Math.Abs(difference) == 1) { currentDot.transform.localScale = new Vector3((MainGameScript.DOT_BASE_SCALE * bigScale), (MainGameScript.DOT_BASE_SCALE * bigScale), (MainGameScript.DOT_BASE_SCALE * bigScale)); currentDot.gameObject.GetComponent <MeshRenderer>().material.color = selectableCol; } else { currentDot.gameObject.GetComponent <SphereCollider>().enabled = false; } } //catches the rest of the dots else { currentDot.gameObject.GetComponent <SphereCollider>().enabled = false; } } } //if this is the second dot to be clicked on by user else { //play audio AudioScript.PlayAudio("dot"); //loop through and deactivate each dot foreach (GameObject currentDot in MainGameScript.Grid_Dots) { currentDot.gameObject.GetComponent <SphereCollider>().enabled = false; } //save second dot in main script MainGameScript.Dot_Two = this.gameObject; //color second dot the current player's color, so user knows it was clicked this.gameObject.GetComponent <MeshRenderer>().material.color = MainGameScript._Players[Convert.ToInt32(MainGameScript.Player_2_Turn)]; //save the names of two last dots from main script string firstDotName = MainGameScript.Dot_One.name; string secondDotName = MainGameScript.Dot_Two.name; //save integers of firstDotNames for line coordinates int[] firstDot = new int[] { (int)Char.GetNumericValue(firstDotName[1]), (int)Char.GetNumericValue(firstDotName[2]), (int)Char.GetNumericValue(firstDotName[3]) }; //save integers of secondDotNames for line coordinates int[] secondDot = new int[] { (int)Char.GetNumericValue(secondDotName[1]), (int)Char.GetNumericValue(secondDotName[2]), (int)Char.GetNumericValue(secondDotName[3]) }; //checks if the dots are the same dot, deselects the original dot if (firstDot[0] == secondDot[0] && firstDot[1] == secondDot[1] && firstDot[2] == secondDot[2]) { MainGameScript.ResetDots(); } //checks if the dots have the same Y and Z values, which means they will draw a X line else if (firstDot[1] == secondDot[1] && firstDot[2] == secondDot[2]) { //Determines which X line is drawn based on dot's X position relative to one another int difference = firstDot[0] - secondDot[0]; if (difference == -1) { MainGameScript._currLine = ("X" + firstDotName[1] + firstDotName[2] + firstDotName[3]); MainGameScript.DisplayConfirmUI(); } else if (difference == 1) { MainGameScript._currLine = ("X" + secondDotName[1] + secondDotName[2] + secondDotName[3]); MainGameScript.DisplayConfirmUI(); } } //checks if the dots have the same X and Z values, which means they will draw a Y line else if (firstDot[0] == secondDot[0] && firstDot[2] == secondDot[2]) { //Determines which Y line is drawn based on dot's Y position relative to one another int difference = firstDot[1] - secondDot[1]; if (difference == -1) { MainGameScript._currLine = ("Y" + firstDotName[1] + firstDotName[2] + firstDotName[3]); MainGameScript.DisplayConfirmUI(); } else if (difference == 1) { MainGameScript._currLine = ("Y" + secondDotName[1] + secondDotName[2] + secondDotName[3]); MainGameScript.DisplayConfirmUI(); } } //checks if the dots have the same X and Y values, which means they will draw a Z line else if (firstDot[0] == secondDot[0] && firstDot[1] == secondDot[1]) { //Determines which Z line is drawn based on dot's Z position relative to one another int difference = firstDot[2] - secondDot[2]; if (difference == -1) { MainGameScript._currLine = ("Z" + firstDotName[1] + firstDotName[2] + firstDotName[3]); MainGameScript.DisplayConfirmUI(); } else if (difference == 1) { MainGameScript._currLine = ("Z" + secondDotName[1] + secondDotName[2] + secondDotName[3]); MainGameScript.DisplayConfirmUI(); } } } }
//Called to have CPU draw a line; mainly for testing public void onCPUDrawClick() { MainGameScript.CPUDraw(1); }
public static void Draw(char objType, int i, int j, int k) { //play audio AudioScript.PlayAudio("line"); GameObject drawnLine = null; if (objType == 'X') { drawnLine = MainGameScript.Grid_LinesX[i, j, k]; } else if (objType == 'Y') { drawnLine = MainGameScript.Grid_LinesY[i, j, k]; } else if (objType == 'Z') { drawnLine = MainGameScript.Grid_LinesZ[i, j, k]; } drawnLine.GetComponentsInChildren <MeshRenderer>()[0].enabled = true; if (objType == 'X') { if (j == 0) { if (k == 0) { if (!MainGameScript.UpdateBox(i, j, k)) { MainGameScript.SwitchPlayer(); } } else if (k == MainGameScript.GRID_SIZE) { if (!MainGameScript.UpdateBox(i, j, k - 1)) { MainGameScript.SwitchPlayer(); } } else { if (!MainGameScript.UpdateBox(i, j, k - 1) & !MainGameScript.UpdateBox(i, j, k)) { MainGameScript.SwitchPlayer(); } } } else if (j == MainGameScript.GRID_SIZE) { if (k == 0) { if (!MainGameScript.UpdateBox(i, j - 1, k)) { MainGameScript.SwitchPlayer(); } } else if (k == MainGameScript.GRID_SIZE) { if (!MainGameScript.UpdateBox(i, j - 1, k - 1)) { MainGameScript.SwitchPlayer(); } } else { if (!MainGameScript.UpdateBox(i, j - 1, k - 1) & !MainGameScript.UpdateBox(i, j - 1, k)) { MainGameScript.SwitchPlayer(); } } } else { if (k == 0) { if (!MainGameScript.UpdateBox(i, j - 1, k) & !MainGameScript.UpdateBox(i, j, k)) { MainGameScript.SwitchPlayer(); } } else if (k == MainGameScript.GRID_SIZE) { if (!MainGameScript.UpdateBox(i, j - 1, k - 1) & !MainGameScript.UpdateBox(i, j, k - 1)) { MainGameScript.SwitchPlayer(); } } else { if (!MainGameScript.UpdateBox(i, j - 1, k - 1) & !MainGameScript.UpdateBox(i, j - 1, k) & !MainGameScript.UpdateBox(i, j, k - 1) & !MainGameScript.UpdateBox(i, j, k)) { MainGameScript.SwitchPlayer(); } } } } else if (objType == 'Y') { if (i == 0) { if (k == 0) { if (!MainGameScript.UpdateBox(i, j, k)) { MainGameScript.SwitchPlayer(); } } else if (k == MainGameScript.GRID_SIZE) { if (!MainGameScript.UpdateBox(i, j, k - 1)) { MainGameScript.SwitchPlayer(); } } else { if (!MainGameScript.UpdateBox(i, j, k - 1) & !MainGameScript.UpdateBox(i, j, k)) { MainGameScript.SwitchPlayer(); } } } else if (i == MainGameScript.GRID_SIZE) { if (k == 0) { if (!MainGameScript.UpdateBox(i - 1, j, k)) { MainGameScript.SwitchPlayer(); } } else if (k == MainGameScript.GRID_SIZE) { if (!MainGameScript.UpdateBox(i - 1, j, k - 1)) { MainGameScript.SwitchPlayer(); } } else { if (!MainGameScript.UpdateBox(i - 1, j, k - 1) & !MainGameScript.UpdateBox(i - 1, j, k)) { MainGameScript.SwitchPlayer(); } } } else { if (k == 0) { if (!MainGameScript.UpdateBox(i - 1, j, k) & !MainGameScript.UpdateBox(i, j, k)) { MainGameScript.SwitchPlayer(); } } else if (k == MainGameScript.GRID_SIZE) { if (!MainGameScript.UpdateBox(i - 1, j, k - 1) & !MainGameScript.UpdateBox(i, j, k - 1)) { MainGameScript.SwitchPlayer(); } } else { if (!MainGameScript.UpdateBox(i - 1, j, k - 1) & !MainGameScript.UpdateBox(i - 1, j, k) & !MainGameScript.UpdateBox(i, j, k - 1) & !MainGameScript.UpdateBox(i, j, k)) { MainGameScript.SwitchPlayer(); } } } } else if (objType == 'Z') { if (i == 0) { if (j == 0) { if (!MainGameScript.UpdateBox(i, j, k)) { MainGameScript.SwitchPlayer(); } } else if (j == MainGameScript.GRID_SIZE) { if (!MainGameScript.UpdateBox(i, j - 1, k)) { MainGameScript.SwitchPlayer(); } } else { if (!MainGameScript.UpdateBox(i, j - 1, k) & !MainGameScript.UpdateBox(i, j, k)) { MainGameScript.SwitchPlayer(); } } } else if (i == MainGameScript.GRID_SIZE) { if (j == 0) { if (!MainGameScript.UpdateBox(i - 1, j, k)) { MainGameScript.SwitchPlayer(); } } else if (j == MainGameScript.GRID_SIZE) { if (!MainGameScript.UpdateBox(i - 1, j - 1, k)) { MainGameScript.SwitchPlayer(); } } else { if (!MainGameScript.UpdateBox(i - 1, j - 1, k) & !MainGameScript.UpdateBox(i - 1, j, k)) { MainGameScript.SwitchPlayer(); } } } else { if (j == 0) { if (!MainGameScript.UpdateBox(i - 1, j, k) & !MainGameScript.UpdateBox(i, j, k)) { MainGameScript.SwitchPlayer(); } } else if (j == MainGameScript.GRID_SIZE) { if (!MainGameScript.UpdateBox(i - 1, j - 1, k) & !MainGameScript.UpdateBox(i, j - 1, k)) { MainGameScript.SwitchPlayer(); } } else { if (!MainGameScript.UpdateBox(i - 1, j - 1, k) & !MainGameScript.UpdateBox(i - 1, j, k) & !MainGameScript.UpdateBox(i, j - 1, k) & !MainGameScript.UpdateBox(i, j, k)) { MainGameScript.SwitchPlayer(); } } } } }
void Awake() { instance = this; }