public void EndStep(int def) { checkifAllAtHome(); if (dicecontroller.isItCuch()) { List <Dice> dices = new List <Dice>(); dices.Add(BoardBuilder.dice_1); dices.Add(BoardBuilder.dice_2); dices.Add(BoardBuilder.dice_3); dices.Add(BoardBuilder.dice_4); int i, ii, j = 0, jj = 0; for (i = 0; i < dices.Count; i++) { if (dices[i].Value != 0) { j++; if (dices[i].Value * j == def) { for (ii = 0; ii < dices.Count; ii++) { if (dices[ii].Value != 0) { jj++; dices[ii].SetAlpha(); dices[ii].Value = 0; } if (jj == j) { break; } } break; } } } if (BoardBuilder.dice_1.Value + BoardBuilder.dice_2.Value + BoardBuilder.dice_3.Value + BoardBuilder.dice_4.Value == 0) { SwitchTurn(); return; } } else { if (BoardBuilder.dice_1.Value == def) { BoardBuilder.dice_1.SetAlpha(); BoardBuilder.dice_1.Value = 0; } else if (BoardBuilder.dice_2.Value == def) { BoardBuilder.dice_2.SetAlpha(); BoardBuilder.dice_2.Value = 0; } else if ((BoardBuilder.dice_1.Value + BoardBuilder.dice_2.Value == def)) { BoardBuilder.dice_1.Value = 0; BoardBuilder.dice_2.Value = 0; } if (BoardBuilder.dice_1.Value + BoardBuilder.dice_2.Value == 0) { SwitchTurn(); return; } } //Debug.Log("Step Finished by dice value " + def.ToString()); if (autoPlayer.ISAnamyStep()) { anamy = true; } StartCoroutine("WaitAndCheck"); }