//------> 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(); } } }
//------> 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(); } }
//------> 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)); } } }
//------> 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)); } } }