Пример #1
0
//------> END <------


//--> The Puzzle Behaviour
    private void PuzzleBehaviour()
    {
        Vector3 cursorPosition = Input.mousePosition;

        if (!b_PuzzleSolved)
        {
            Transform objClicked = _detectClick.F_detectPuzzleClick(myLayer, ingameGlobalManager.instance, validationButtonJoystick);

            if (objClicked != null && objClicked.transform.name == "btnPuzzleReset") // Player press button reset
            {
                F_ResetPuzzle();
            }
            else if (objClicked != null)                                                      // Player press validation button on a puzzle object

            {
                if (a_Source && a_KeyPressed)
                {
                    a_Source.clip   = a_KeyPressed;
                    a_Source.volume = a_KeyPressedVolume;
                    a_Source.Play();
                }


                moveLever(objClicked.transform, int.Parse(objClicked.transform.parent.name));

                for (var i = 0; i < linkLever[int.Parse(objClicked.transform.parent.name)]._leverList.Count; i++)
                {
                    moveLever(tilesList[linkLever[int.Parse(objClicked.transform.parent.name)]._leverList[i]].transform,
                              linkLever[int.Parse(objClicked.transform.parent.name)]._leverList[i]);
                }

                CheckIfPuzzleSolved();
            }
        }
    }
Пример #2
0
//------> END <------


//--> The Puzzle Behaviour
    private void PuzzleBehaviour()
    {
        Vector3 cursorPosition = Input.mousePosition;

        if (!b_PuzzleSolved)
        {
            Transform objClicked = _detectClick.F_detectPuzzleClick(myLayer, ingameGlobalManager.instance, validationButtonJoystick);

            if (objClicked != null && objClicked.transform.name == "btnPuzzleReset") // Player press button reset
            {
                F_ResetPuzzle();
            }
            else if (objClicked != null)                                                      // Player press validation button on a puzzle object

            {
                if (a_Source && a_KeyPressed)
                {
                    a_Source.clip   = a_KeyPressed;
                    a_Source.volume = a_KeyPressedVolume;
                    a_Source.Play();
                }
            }
            CheckIfPuzzleSolved();
        }
    }
Пример #3
0
//------> END <------


//--> The Puzzle Behaviour
    private void PuzzleBehaviour()
    {
        Vector3 cursorPosition = Input.mousePosition;

        if (!b_PuzzleSolved)
        {
            Transform objClicked = _detectClick.F_detectPuzzleClick(myLayer, ingameGlobalManager.instance, validationButtonJoystick);

            if (objClicked != null)                                                      // Player press validation button on a puzzle object
            {
                MoveTile(objClicked.transform, int.Parse(objClicked.transform.name));
            }
        }
    }
Пример #4
0
//------> END <------


//--> The Puzzle Behaviour
    private void PuzzleBehaviour()
    {
        Vector3 cursorPosition = Input.mousePosition;

        if (!b_PuzzleSolved)
        {
            Transform objClicked = _detectClick.F_detectPuzzleClick(myLayer, ingameGlobalManager.instance, validationButtonJoystick);

            if (objClicked != null && objClicked.transform.name == "btnPuzzleReset") // Player press button reset
            {
                F_ResetPuzzle();
            }
            else if (objClicked != null)                                                      // Player press validation button on a puzzle object
            //MoveTile(objClicked.transform, int.Parse(objClicked.transform.name));
            {
                AddToResultScreen(objClicked.transform, int.Parse(objClicked.transform.name));
            }
        }
    }