private void freezeAll() { for (int i = 0; i < (_heightScript.placedObjects.Count - 1); i++) { objectInformation _objectInformation = _heightScript.placedObjects[i].GetComponent <objectInformation>(); if (_objectInformation.dimDelegate == null) { _objectInformation.dimDelegate = _objectInformation.Dim; } _objectInformation.dimDelegate(); } _heightScript.resetLists(); return; }
private void shuffleItems() { cancelPlacingObject(); bool isDuplicate; for (short i = 0; i < dragAndDropObjects.Length; i++) { //We pick the random object to assign to. short random = (short)(UnityEngine.Random.Range(0, objects.Length)); //We get the sprite of the random object. Sprite randomSprite = objects[random].GetComponent <SpriteRenderer>().sprite; //We check if the object we have chose was already assigned. isDuplicate = false; for (short j = 0; j < sprites.Length; j++) { if (sprites[j] == randomSprite) { isDuplicate = true; i--; break; } } if (isDuplicate == false) { Image image = dragAndDropImages[i]; image.sprite = randomSprite; sprites[i] = image.sprite; objectInformation selectedObjectsObjectInformation = objects[random].GetComponent <objectInformation>(); dragAndDropImageScripts[i].objectCount = (short)(UnityEngine.Random.Range(selectedObjectsObjectInformation.minimumAmount, (selectedObjectsObjectInformation.maximumAmount + 1))); dragAndDropScripts[i].objectToPlace = objects[random]; dragAndDropImages[i].rectTransform.sizeDelta = objects[random].GetComponent <objectInformation>().rectSize; updateDock(i, random, dragAndDropImageScripts[i].objectCount); } } return; }