internal virtual bool IsAllCompleteBlock() { if (m_SequenceList.Count == 0) { return(false); } var winGame = true; var oneAlive = false; for (int i = 0; i < registerObjects.Count; i++) { var player = registerObjects [i]; var targetBlock = m_MapManager.GetTargetBlock(player.GetMapIndex()); var currentBlock = player.GetCurrentBlock(); if (currentBlock != null && targetBlock != null && player.GetActive()) { if (currentBlock != targetBlock) { winGame = false; } else { winGame &= true; } oneAlive = true; } } return(winGame && oneAlive); }
internal virtual bool DidMoveToTargetBlock() { return(m_CurrentBlock == m_MapManager.GetTargetBlock(0)); }