Пример #1
0
    public bool resetPuzzle()
    {
        print(this.GetType().Name + ": reseting puzzle");
        UtilBools.puzzleInteractLock(false);
        EOTPPlayTurn = 0; //reset
        bool ok = true;

        for (int li = 0; li < realInput.Count; li++)
        {
            for (int i = 0; i < realInput[li].Count; i++)
            {
                print(this.GetType().Name + ":EOTPwaitFinish():li/i: " + li + "/" + i);
                print(this.GetType().Name + ":EOTPwaitFinish():Input Gotten:" + realInput[li][i]);
                print(this.GetType().Name + ":EOTPwaitFinish():Input Wanted:" + inputs[li].signal[i]);
                if (realInput[li][i] != inputs[li].signal[i])
                {
                    ok = false;
                }
            }
            //reset each list for next check logic
            realInput[li] = new List <int>();
        }
        stepping = false;
        stepText.gameObject.SetActive(false);
        stopStepButton.SetActive(false);
        //reset powered
        for (int i = 0; i < outputs.Count; i++)
        {
            POutputController curOutObj = outputObjs[i].GetComponent <POutputController>();
            curOutObj.beingPowered = false;
            curOutObj.tryPower(false);
            curOutObj.sendPower(-1);
        }
        return(ok);
    }
Пример #2
0
 public void autoPlay()
 {
     resetPuzzle();
     print(this.GetType().Name + ": Starting autoplay puzzle!");
     UtilBools.puzzleInteractLock(true);
     puzzlePlay(false);
     GC.audioMixer.playButtonSFX();
 }
Пример #3
0
 //stepping logic
 public void stepPlay()
 {
     stopStepButton.SetActive(true);
     stepping = true;
     UtilBools.puzzleInteractLock(true);
     if (EOTPPlayTurn < outputs[0].signal.Length)
     {
         puzzlePlay(true);
     }
     else
     {
         checkResult();
         stopStepButton.SetActive(false);
         //print(this.GetType().Name + ":puzzlePlay(): finished");
     }
     GC.audioMixer.playButtonSFX();
 }