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|
--- !u!157 &3
|
||||||
|
LightmapSettings:
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
serializedVersion: 13
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||||||
|
m_BakeOnSceneLoad: 0
|
||||||
|
m_GISettings:
|
||||||
|
serializedVersion: 2
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||||||
|
m_BounceScale: 1
|
||||||
|
m_IndirectOutputScale: 1
|
||||||
|
m_AlbedoBoost: 1
|
||||||
|
m_EnvironmentLightingMode: 0
|
||||||
|
m_EnableBakedLightmaps: 0
|
||||||
|
m_EnableRealtimeLightmaps: 0
|
||||||
|
m_LightmapEditorSettings:
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||||||
|
serializedVersion: 12
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|
m_Resolution: 2
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||||||
|
m_BakeResolution: 40
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||||||
|
m_AtlasSize: 1024
|
||||||
|
m_AO: 0
|
||||||
|
m_AOMaxDistance: 1
|
||||||
|
m_CompAOExponent: 1
|
||||||
|
m_CompAOExponentDirect: 0
|
||||||
|
m_ExtractAmbientOcclusion: 0
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||||||
|
m_Padding: 2
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||||||
|
m_LightmapParameters: {fileID: 0}
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||||||
|
m_LightmapsBakeMode: 1
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||||||
|
m_TextureCompression: 1
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||||||
|
m_ReflectionCompression: 2
|
||||||
|
m_MixedBakeMode: 2
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||||||
|
m_BakeBackend: 1
|
||||||
|
m_PVRSampling: 1
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||||||
|
m_PVRDirectSampleCount: 32
|
||||||
|
m_PVRSampleCount: 512
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||||||
|
m_PVRBounces: 2
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||||||
|
m_PVREnvironmentSampleCount: 256
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||||||
|
m_PVREnvironmentReferencePointCount: 2048
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m_PVRFilteringMode: 1
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||||||
|
m_PVRDenoiserTypeDirect: 1
|
||||||
|
m_PVRDenoiserTypeIndirect: 1
|
||||||
|
m_PVRDenoiserTypeAO: 1
|
||||||
|
m_PVRFilterTypeDirect: 0
|
||||||
|
m_PVRFilterTypeIndirect: 0
|
||||||
|
m_PVRFilterTypeAO: 0
|
||||||
|
m_PVREnvironmentMIS: 1
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||||||
|
m_PVRCulling: 1
|
||||||
|
m_PVRFilteringGaussRadiusDirect: 1
|
||||||
|
m_PVRFilteringGaussRadiusIndirect: 1
|
||||||
|
m_PVRFilteringGaussRadiusAO: 1
|
||||||
|
m_PVRFilteringAtrousPositionSigmaDirect: 0.5
|
||||||
|
m_PVRFilteringAtrousPositionSigmaIndirect: 2
|
||||||
|
m_PVRFilteringAtrousPositionSigmaAO: 1
|
||||||
|
m_ExportTrainingData: 0
|
||||||
|
m_TrainingDataDestination: TrainingData
|
||||||
|
m_LightProbeSampleCountMultiplier: 4
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||||||
|
m_LightingDataAsset: {fileID: 20201, guid: 0000000000000000f000000000000000, type: 0}
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||||||
|
m_LightingSettings: {fileID: 0}
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|
--- !u!196 &4
|
||||||
|
NavMeshSettings:
|
||||||
|
serializedVersion: 2
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||||||
|
m_ObjectHideFlags: 0
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||||||
|
m_BuildSettings:
|
||||||
|
serializedVersion: 3
|
||||||
|
agentTypeID: 0
|
||||||
|
agentRadius: 0.5
|
||||||
|
agentHeight: 2
|
||||||
|
agentSlope: 45
|
||||||
|
agentClimb: 0.4
|
||||||
|
ledgeDropHeight: 0
|
||||||
|
maxJumpAcrossDistance: 0
|
||||||
|
minRegionArea: 2
|
||||||
|
manualCellSize: 0
|
||||||
|
cellSize: 0.16666667
|
||||||
|
manualTileSize: 0
|
||||||
|
tileSize: 256
|
||||||
|
buildHeightMesh: 0
|
||||||
|
maxJobWorkers: 0
|
||||||
|
preserveTilesOutsideBounds: 0
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||||||
|
debug:
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||||||
|
m_Flags: 0
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||||||
|
m_NavMeshData: {fileID: 0}
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||||||
|
--- !u!1660057539 &9223372036854775807
|
||||||
|
SceneRoots:
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_Roots: []
|
7
Assets/Puzzles/Untangle/Scenes/MainScene.unity.meta
Normal file
7
Assets/Puzzles/Untangle/Scenes/MainScene.unity.meta
Normal file
@ -0,0 +1,7 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: ec160a5a56471df4abc6c13e26c5bf58
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
1241
Assets/Puzzles/Untangle/Scenes/SampleScene.unity
Normal file
1241
Assets/Puzzles/Untangle/Scenes/SampleScene.unity
Normal file
File diff suppressed because it is too large
Load Diff
7
Assets/Puzzles/Untangle/Scenes/SampleScene.unity.meta
Normal file
7
Assets/Puzzles/Untangle/Scenes/SampleScene.unity.meta
Normal file
@ -0,0 +1,7 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 8c9cfa26abfee488c85f1582747f6a02
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
19
Assets/Puzzles/Untangle/Scripts/Connection.cs
Normal file
19
Assets/Puzzles/Untangle/Scripts/Connection.cs
Normal file
@ -0,0 +1,19 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
[System.Serializable]
|
||||||
|
public class Connection
|
||||||
|
{
|
||||||
|
public Point a, b;
|
||||||
|
public LineRenderer line;
|
||||||
|
|
||||||
|
public void UpdateLine()
|
||||||
|
{
|
||||||
|
line.SetPosition(0, a.transform.position);
|
||||||
|
line.SetPosition(1, b.transform.position);
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool SharesPointWith(Connection other)
|
||||||
|
{
|
||||||
|
return a == other.a || a == other.b || b == other.a || b == other.b;
|
||||||
|
}
|
||||||
|
}
|
2
Assets/Puzzles/Untangle/Scripts/Connection.cs.meta
Normal file
2
Assets/Puzzles/Untangle/Scripts/Connection.cs.meta
Normal file
@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f064725dcf1ff98428a7e8d08023b551
|
49
Assets/Puzzles/Untangle/Scripts/Point.cs
Normal file
49
Assets/Puzzles/Untangle/Scripts/Point.cs
Normal file
@ -0,0 +1,49 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.Rendering.Universal;
|
||||||
|
using System.Linq; // for FirstOrDefault()
|
||||||
|
|
||||||
|
public class Point : MonoBehaviour
|
||||||
|
{
|
||||||
|
public int id;
|
||||||
|
public UntangleGameManager manager;
|
||||||
|
|
||||||
|
// optional: assign in inspector or else we'll try to find it
|
||||||
|
[SerializeField] private Camera uiOverlayCamera;
|
||||||
|
|
||||||
|
private Vector3 offset;
|
||||||
|
|
||||||
|
void Awake()
|
||||||
|
{
|
||||||
|
if (uiOverlayCamera == null && Camera.main != null)
|
||||||
|
{
|
||||||
|
var extra = Camera.main.GetComponent<UniversalAdditionalCameraData>();
|
||||||
|
if (extra != null)
|
||||||
|
{
|
||||||
|
// look for the camera named "UIOverlayCamera"
|
||||||
|
uiOverlayCamera = extra.cameraStack
|
||||||
|
.FirstOrDefault(cam => cam.name == "UIOverlayCamera");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnMouseDown()
|
||||||
|
{
|
||||||
|
// pick UI overlay if we have it, otherwise fallback
|
||||||
|
var cam = uiOverlayCamera != null ? uiOverlayCamera : Camera.main;
|
||||||
|
Vector3 worldPoint = cam.ScreenToWorldPoint(Input.mousePosition);
|
||||||
|
worldPoint.z = 0;
|
||||||
|
offset = transform.position - worldPoint;
|
||||||
|
Debug.Log($"Point {id} clicked. Offset (from {cam.name}): {offset}");
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnMouseDrag()
|
||||||
|
{
|
||||||
|
var cam = uiOverlayCamera != null ? uiOverlayCamera : Camera.main;
|
||||||
|
Vector3 raw = cam.ScreenToWorldPoint(Input.mousePosition);
|
||||||
|
raw.z = transform.position.z;
|
||||||
|
transform.position = raw + offset;
|
||||||
|
manager.CheckIfSolved();
|
||||||
|
foreach (var c in manager.connections)
|
||||||
|
c.UpdateLine();
|
||||||
|
}
|
||||||
|
}
|
2
Assets/Puzzles/Untangle/Scripts/Point.cs.meta
Normal file
2
Assets/Puzzles/Untangle/Scripts/Point.cs.meta
Normal file
@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: a2576d4090b96f542a3fd9afb4387f5d
|
@ -1,348 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
using UnityEngine.UI;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using TMPro;
|
|
||||||
|
|
||||||
public class UntangleGame : MonoBehaviour
|
|
||||||
{
|
|
||||||
public class Point
|
|
||||||
{
|
|
||||||
public float x, y;
|
|
||||||
public GameObject visual;
|
|
||||||
public int index;
|
|
||||||
}
|
|
||||||
|
|
||||||
public class Edge
|
|
||||||
{
|
|
||||||
public int a, b; // indices of connected points
|
|
||||||
public bool isCrossed;
|
|
||||||
public LineRenderer line;
|
|
||||||
}
|
|
||||||
|
|
||||||
[Header("Game Objects")]
|
|
||||||
public GameObject pointPrefab;
|
|
||||||
public LineRenderer edgePrefab;
|
|
||||||
|
|
||||||
[Header("Game Settings")]
|
|
||||||
public int pointCount = 10;
|
|
||||||
public float playAreaSize = 8f;
|
|
||||||
|
|
||||||
[Header("Colors")]
|
|
||||||
public Color normalEdgeColor = Color.black;
|
|
||||||
public Color crossedEdgeColor = Color.red;
|
|
||||||
public Color pointColor = Color.blue;
|
|
||||||
public Color dragPointColor = Color.white;
|
|
||||||
public Color cursorPointColor = Color.gray;
|
|
||||||
public Color neighborPointColor = Color.red;
|
|
||||||
|
|
||||||
[Header("Visual Settings")]
|
|
||||||
public float pointRadius = 0.2f;
|
|
||||||
public float dragThreshold = 0.5f;
|
|
||||||
|
|
||||||
[Header("Options")]
|
|
||||||
public bool snapToGrid = false;
|
|
||||||
public bool showCrossedEdges = true;
|
|
||||||
public bool showVertexNumbers = false;
|
|
||||||
|
|
||||||
private List<Point> points = new List<Point>();
|
|
||||||
private List<Edge> edges = new List<Edge>();
|
|
||||||
private int draggedPoint = -1;
|
|
||||||
private int cursorPoint = -1;
|
|
||||||
private bool isSolved = false;
|
|
||||||
private Camera mainCamera;
|
|
||||||
private Material lineMaterial;
|
|
||||||
|
|
||||||
void Start()
|
|
||||||
{
|
|
||||||
mainCamera = Camera.main;
|
|
||||||
|
|
||||||
// Create material for lines to prevent pink color
|
|
||||||
lineMaterial = new Material(Shader.Find("UI/Default"));
|
|
||||||
lineMaterial.color = normalEdgeColor;
|
|
||||||
|
|
||||||
GenerateGame();
|
|
||||||
}
|
|
||||||
|
|
||||||
void GenerateGame()
|
|
||||||
{
|
|
||||||
// Clear existing game
|
|
||||||
foreach (Point p in points)
|
|
||||||
{
|
|
||||||
if (p.visual != null) Destroy(p.visual);
|
|
||||||
}
|
|
||||||
foreach (Edge e in edges)
|
|
||||||
{
|
|
||||||
if (e.line != null) Destroy(e.line.gameObject);
|
|
||||||
}
|
|
||||||
points.Clear();
|
|
||||||
edges.Clear();
|
|
||||||
isSolved = false;
|
|
||||||
|
|
||||||
// Create points in a circle (local space)
|
|
||||||
for (int i = 0; i < pointCount; i++)
|
|
||||||
{
|
|
||||||
float angle = i * 2 * Mathf.PI / pointCount;
|
|
||||||
Point p = new Point
|
|
||||||
{
|
|
||||||
x = Mathf.Sin(angle) * playAreaSize * 0.4f,
|
|
||||||
y = Mathf.Cos(angle) * playAreaSize * 0.4f,
|
|
||||||
index = i
|
|
||||||
};
|
|
||||||
points.Add(p);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Create edges (simplified planar graph)
|
|
||||||
for (int i = 0; i < pointCount; i++)
|
|
||||||
{
|
|
||||||
int connections = Mathf.Min(3, pointCount - i - 1);
|
|
||||||
for (int j = 1; j <= connections; j++)
|
|
||||||
{
|
|
||||||
int k = (i + j) % pointCount;
|
|
||||||
edges.Add(new Edge { a = i, b = k });
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
CreateVisuals();
|
|
||||||
CheckCrossings();
|
|
||||||
}
|
|
||||||
|
|
||||||
void CreateVisuals()
|
|
||||||
{
|
|
||||||
// Create point visuals
|
|
||||||
foreach (Point p in points)
|
|
||||||
{
|
|
||||||
p.visual = Instantiate(pointPrefab, transform);
|
|
||||||
p.visual.transform.localPosition = new Vector3(p.x, p.y, 0);
|
|
||||||
p.visual.transform.localScale = Vector3.one * pointRadius * 2;
|
|
||||||
|
|
||||||
if (showVertexNumbers)
|
|
||||||
{
|
|
||||||
Text text = p.visual.GetComponentInChildren<Text>();
|
|
||||||
if (text != null)
|
|
||||||
{
|
|
||||||
text.text = p.index.ToString();
|
|
||||||
text.enabled = showVertexNumbers;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Create edge visuals
|
|
||||||
foreach (Edge e in edges)
|
|
||||||
{
|
|
||||||
e.line = Instantiate(edgePrefab, transform);
|
|
||||||
e.line.useWorldSpace = false;
|
|
||||||
e.line.material = lineMaterial;
|
|
||||||
e.line.startWidth = 0.1f;
|
|
||||||
e.line.endWidth = 0.1f;
|
|
||||||
UpdateEdgeVisual(e);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void UpdateEdgeVisual(Edge e)
|
|
||||||
{
|
|
||||||
Point a = points[e.a];
|
|
||||||
Point b = points[e.b];
|
|
||||||
|
|
||||||
e.line.startColor = e.isCrossed && showCrossedEdges ? crossedEdgeColor : normalEdgeColor;
|
|
||||||
e.line.endColor = e.line.startColor;
|
|
||||||
e.line.SetPosition(0, new Vector3(a.x, a.y, 0));
|
|
||||||
e.line.SetPosition(1, new Vector3(b.x, b.y, 0));
|
|
||||||
}
|
|
||||||
|
|
||||||
void Update()
|
|
||||||
{
|
|
||||||
HandleInput();
|
|
||||||
UpdateVisuals();
|
|
||||||
}
|
|
||||||
|
|
||||||
void HandleInput()
|
|
||||||
{
|
|
||||||
Vector2 localMousePos;
|
|
||||||
RectTransformUtility.ScreenPointToLocalPointInRectangle(
|
|
||||||
GetComponent<RectTransform>(),
|
|
||||||
Input.mousePosition,
|
|
||||||
mainCamera,
|
|
||||||
out localMousePos);
|
|
||||||
Debug.Log($"Mouse Position: {localMousePos}");
|
|
||||||
|
|
||||||
if (Input.GetMouseButtonDown(0))
|
|
||||||
{
|
|
||||||
int closest = FindClosestPoint(localMousePos);
|
|
||||||
if (closest != -1) draggedPoint = closest;
|
|
||||||
}
|
|
||||||
else if (Input.GetMouseButton(0) && draggedPoint != -1)
|
|
||||||
{
|
|
||||||
if (snapToGrid)
|
|
||||||
{
|
|
||||||
float gridSize = playAreaSize / (pointCount - 1);
|
|
||||||
points[draggedPoint].x = Mathf.Round(localMousePos.x / gridSize) * gridSize;
|
|
||||||
points[draggedPoint].y = Mathf.Round(localMousePos.y / gridSize) * gridSize;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
points[draggedPoint].x = localMousePos.x;
|
|
||||||
points[draggedPoint].y = localMousePos.y;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Keep within bounds
|
|
||||||
points[draggedPoint].x = Mathf.Clamp(points[draggedPoint].x, -playAreaSize/2, playAreaSize/2);
|
|
||||||
points[draggedPoint].y = Mathf.Clamp(points[draggedPoint].y, -playAreaSize/2, playAreaSize/2);
|
|
||||||
|
|
||||||
CheckCrossings();
|
|
||||||
}
|
|
||||||
else if (Input.GetMouseButtonUp(0))
|
|
||||||
{
|
|
||||||
draggedPoint = -1;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
cursorPoint = FindClosestPoint(localMousePos);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
int FindClosestPoint(Vector2 localPosition)
|
|
||||||
{
|
|
||||||
int closest = -1;
|
|
||||||
float minDist = float.MaxValue;
|
|
||||||
|
|
||||||
for (int i = 0; i < points.Count; i++)
|
|
||||||
{
|
|
||||||
float dist = Vector2.Distance(localPosition, new Vector2(points[i].x, points[i].y));
|
|
||||||
Debug.Log($"Point {i}: Distance {dist}");
|
|
||||||
if (dist < dragThreshold && dist < minDist)
|
|
||||||
{
|
|
||||||
minDist = dist;
|
|
||||||
closest = i;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
Debug.Log($"Closest point: {closest} at distance {minDist}");
|
|
||||||
return closest;
|
|
||||||
}
|
|
||||||
|
|
||||||
void UpdateVisuals()
|
|
||||||
{
|
|
||||||
// Update point positions
|
|
||||||
for (int i = 0; i < points.Count; i++)
|
|
||||||
{
|
|
||||||
Point p = points[i];
|
|
||||||
p.visual.transform.localPosition = new Vector3(p.x, p.y, 0);
|
|
||||||
|
|
||||||
// Update point color
|
|
||||||
Image img = p.visual.GetComponent<Image>();
|
|
||||||
if (img != null)
|
|
||||||
{
|
|
||||||
if (i == draggedPoint)
|
|
||||||
img.color = dragPointColor;
|
|
||||||
else if (i == cursorPoint)
|
|
||||||
img.color = cursorPointColor;
|
|
||||||
else if (draggedPoint != -1 && IsConnected(draggedPoint, i))
|
|
||||||
img.color = neighborPointColor;
|
|
||||||
else
|
|
||||||
img.color = pointColor;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Update edges
|
|
||||||
foreach (Edge e in edges)
|
|
||||||
{
|
|
||||||
UpdateEdgeVisual(e);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
bool IsConnected(int a, int b)
|
|
||||||
{
|
|
||||||
foreach (Edge e in edges)
|
|
||||||
{
|
|
||||||
if ((e.a == a && e.b == b) || (e.a == b && e.b == a))
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
void CheckCrossings()
|
|
||||||
{
|
|
||||||
bool anyCrossings = false;
|
|
||||||
|
|
||||||
// Reset all edges
|
|
||||||
foreach (Edge e in edges)
|
|
||||||
{
|
|
||||||
e.isCrossed = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Check all edge pairs for crossings
|
|
||||||
for (int i = 0; i < edges.Count; i++)
|
|
||||||
{
|
|
||||||
Edge e1 = edges[i];
|
|
||||||
Point a1 = points[e1.a];
|
|
||||||
Point a2 = points[e1.b];
|
|
||||||
|
|
||||||
for (int j = i + 1; j < edges.Count; j++)
|
|
||||||
{
|
|
||||||
Edge e2 = edges[j];
|
|
||||||
Point b1 = points[e2.a];
|
|
||||||
Point b2 = points[e2.b];
|
|
||||||
|
|
||||||
// Skip if edges share a point
|
|
||||||
if (e1.a == e2.a || e1.a == e2.b || e1.b == e2.a || e1.b == e2.b)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
if (DoLinesIntersect(a1, a2, b1, b2))
|
|
||||||
{
|
|
||||||
e1.isCrossed = true;
|
|
||||||
e2.isCrossed = true;
|
|
||||||
anyCrossings = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
isSolved = !anyCrossings;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool DoLinesIntersect(Point a1, Point a2, Point b1, Point b2)
|
|
||||||
{
|
|
||||||
Vector2 p1 = new Vector2(a1.x, a1.y);
|
|
||||||
Vector2 p2 = new Vector2(a2.x, a2.y);
|
|
||||||
Vector2 p3 = new Vector2(b1.x, b1.y);
|
|
||||||
Vector2 p4 = new Vector2(b2.x, b2.y);
|
|
||||||
|
|
||||||
float d = (p2.x - p1.x) * (p4.y - p3.y) - (p2.y - p1.y) * (p4.x - p3.x);
|
|
||||||
if (d == 0) return false;
|
|
||||||
|
|
||||||
float u = ((p3.x - p1.x) * (p4.y - p3.y) - (p3.y - p1.y) * (p4.x - p3.x)) / d;
|
|
||||||
float v = ((p3.x - p1.x) * (p2.y - p1.y) - (p3.y - p1.y) * (p2.x - p1.x)) / d;
|
|
||||||
|
|
||||||
return (u >= 0) && (u <= 1) && (v >= 0) && (v <= 1);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void OnSnapToGridToggle(bool value)
|
|
||||||
{
|
|
||||||
snapToGrid = value;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void OnShowCrossedEdgesToggle(bool value)
|
|
||||||
{
|
|
||||||
showCrossedEdges = value;
|
|
||||||
foreach (Edge e in edges)
|
|
||||||
{
|
|
||||||
UpdateEdgeVisual(e);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void OnVertexNumbersToggle(bool value)
|
|
||||||
{
|
|
||||||
showVertexNumbers = value;
|
|
||||||
foreach (Point p in points)
|
|
||||||
{
|
|
||||||
Text text = p.visual.GetComponentInChildren<Text>();
|
|
||||||
if (text != null)
|
|
||||||
{
|
|
||||||
text.enabled = value;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void OnRegenerateClick()
|
|
||||||
{
|
|
||||||
GenerateGame();
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 5c5e9a183c94351dbbfe349a667626ae
|
|
270
Assets/Puzzles/Untangle/Scripts/UntangleGameManager.cs
Normal file
270
Assets/Puzzles/Untangle/Scripts/UntangleGameManager.cs
Normal file
@ -0,0 +1,270 @@
|
|||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
using TMPro;
|
||||||
|
public enum UGameState
|
||||||
|
{
|
||||||
|
Uninitialized,
|
||||||
|
Playing,
|
||||||
|
Win,
|
||||||
|
Lose
|
||||||
|
}
|
||||||
|
|
||||||
|
public class UntangleGameManager : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Header("Prefabs & Parents")]
|
||||||
|
public GameObject pointPrefab;
|
||||||
|
public LineRenderer linePrefab;
|
||||||
|
public Transform spawnParent;
|
||||||
|
|
||||||
|
[Header("UI Elements")]
|
||||||
|
public Text statusText;
|
||||||
|
public GameObject winUI;
|
||||||
|
public GameObject loseUI;
|
||||||
|
public Button newGameButton;
|
||||||
|
public Button solveButton;
|
||||||
|
|
||||||
|
[Header("Audio")]
|
||||||
|
public AudioClip winSound;
|
||||||
|
public AudioClip loseSound;
|
||||||
|
|
||||||
|
[Header("Game Settings")]
|
||||||
|
public int pointCount = 10;
|
||||||
|
|
||||||
|
// Runtime state
|
||||||
|
public UGameState gameState = UGameState.Uninitialized;
|
||||||
|
private List<Point> points = new List<Point>();
|
||||||
|
public List<Connection> connections = new List<Connection>();
|
||||||
|
private Vector3[] solutionPositions;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
newGameButton.onClick.AddListener(StartGame);
|
||||||
|
solveButton.onClick.AddListener(AutoSolve);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
StartGame();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SetGameState(UGameState state)
|
||||||
|
{
|
||||||
|
gameState = state;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void StartGame()
|
||||||
|
{
|
||||||
|
ResetPuzzle();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ResetPuzzle()
|
||||||
|
{
|
||||||
|
// 1) Cleanup previous run
|
||||||
|
ClearOldGame();
|
||||||
|
points.Clear();
|
||||||
|
connections.Clear();
|
||||||
|
statusText.text = "";
|
||||||
|
if (winUI != null)
|
||||||
|
winUI.SetActive(false);
|
||||||
|
if (loseUI != null)
|
||||||
|
loseUI.SetActive(false);
|
||||||
|
|
||||||
|
// Step 1: Place points randomly (solution layout)
|
||||||
|
for (int i = 0; i < pointCount; i++)
|
||||||
|
{
|
||||||
|
Vector2 pos;
|
||||||
|
int tries = 0;
|
||||||
|
do
|
||||||
|
{
|
||||||
|
pos = Random.insideUnitCircle * 4f;
|
||||||
|
tries++;
|
||||||
|
if (tries > 1000) break;
|
||||||
|
}
|
||||||
|
while (IsTooClose(pos));
|
||||||
|
|
||||||
|
// instantiate as child of spawnParent
|
||||||
|
Vector3 worldPos = new Vector3(pos.x, pos.y, 0f);
|
||||||
|
GameObject obj = Instantiate(pointPrefab, worldPos, Quaternion.identity, spawnParent);
|
||||||
|
Point p = obj.GetComponent<Point>();
|
||||||
|
p.id = i;
|
||||||
|
p.manager = this;
|
||||||
|
points.Add(p);
|
||||||
|
solutionPositions[i] = worldPos;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Step 2: Create a Minimum Spanning Tree (MST)
|
||||||
|
List<(int, int, float)> edges = new List<(int, int, float)>();
|
||||||
|
for (int i = 0; i < pointCount; i++)
|
||||||
|
{
|
||||||
|
for (int j = i + 1; j < pointCount; j++)
|
||||||
|
{
|
||||||
|
float dist = Vector2.Distance(points[i].transform.position, points[j].transform.position);
|
||||||
|
edges.Add((i, j, dist));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
edges.Sort((a, b) => a.Item3.CompareTo(b.Item3));
|
||||||
|
|
||||||
|
int[] parent = new int[pointCount];
|
||||||
|
for (int i = 0; i < pointCount; i++) parent[i] = i;
|
||||||
|
int Find(int x) => parent[x] == x ? x : parent[x] = Find(parent[x]);
|
||||||
|
void Union(int x, int y) => parent[Find(x)] = Find(y);
|
||||||
|
|
||||||
|
int edgeCount = 0;
|
||||||
|
foreach (var (a, b, _) in edges)
|
||||||
|
{
|
||||||
|
if (Find(a) != Find(b))
|
||||||
|
{
|
||||||
|
Union(a, b);
|
||||||
|
AddConnection(a, b);
|
||||||
|
edgeCount++;
|
||||||
|
if (edgeCount == pointCount - 1) break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Step 3: Ensure every point has at least degree 2
|
||||||
|
int[] degrees = new int[pointCount];
|
||||||
|
foreach (var c in connections)
|
||||||
|
{
|
||||||
|
degrees[c.a.id]++;
|
||||||
|
degrees[c.b.id]++;
|
||||||
|
}
|
||||||
|
|
||||||
|
for (int i = 0; i < pointCount; i++)
|
||||||
|
{
|
||||||
|
while (degrees[i] < 2)
|
||||||
|
{
|
||||||
|
bool added = false;
|
||||||
|
|
||||||
|
// Try to add a non-crossing edge
|
||||||
|
for (int j = 0; j < pointCount; j++)
|
||||||
|
{
|
||||||
|
if (i == j || IsConnected(i, j)) continue;
|
||||||
|
|
||||||
|
Connection temp = new Connection { a = points[i], b = points[j] };
|
||||||
|
if (DoesIntersectAny(temp)) continue;
|
||||||
|
|
||||||
|
AddConnection(i, j);
|
||||||
|
degrees[i]++;
|
||||||
|
degrees[j]++;
|
||||||
|
added = true;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
// If no valid non-crossing edge found, allow one forced connection (rare case)
|
||||||
|
if (!added)
|
||||||
|
{
|
||||||
|
for (int j = 0; j < pointCount; j++)
|
||||||
|
{
|
||||||
|
if (i == j || IsConnected(i, j)) continue;
|
||||||
|
|
||||||
|
AddConnection(i, j);
|
||||||
|
degrees[i]++;
|
||||||
|
degrees[j]++;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// set state to playing
|
||||||
|
}
|
||||||
|
// Step 4: Shuffle point positions to create the puzzle
|
||||||
|
foreach (var p in points)
|
||||||
|
p.transform.localPosition = Random.insideUnitCircle * 400f; // localPosition keeps them under spawnParent
|
||||||
|
|
||||||
|
foreach (var c in connections)
|
||||||
|
c.UpdateLine();
|
||||||
|
|
||||||
|
SetGameState(UGameState.Playing);
|
||||||
|
|
||||||
|
}
|
||||||
|
private void AddConnection(int a, int b)
|
||||||
|
{
|
||||||
|
var c = new Connection { a = points[a], b = points[b] };
|
||||||
|
var lr = Instantiate(linePrefab, spawnParent);
|
||||||
|
c.line = lr;
|
||||||
|
c.UpdateLine();
|
||||||
|
connections.Add(c);
|
||||||
|
}
|
||||||
|
|
||||||
|
private bool IsConnected(int a, int b)
|
||||||
|
{
|
||||||
|
return connections.Exists(c =>
|
||||||
|
(c.a.id == a && c.b.id == b) ||
|
||||||
|
(c.a.id == b && c.b.id == a));
|
||||||
|
}
|
||||||
|
|
||||||
|
private bool DoesIntersectAny(Connection cand)
|
||||||
|
{
|
||||||
|
foreach (var c in connections)
|
||||||
|
{
|
||||||
|
if (cand.SharesPointWith(c)) continue;
|
||||||
|
if (LinesIntersect(cand, c)) return true;
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
private bool IsTooClose(Vector2 pos)
|
||||||
|
{
|
||||||
|
return points.Exists(p => Vector2.Distance(p.transform.position, pos) < 0.5f);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void ClearOldGame()
|
||||||
|
{
|
||||||
|
foreach (var p in points) Destroy(p.gameObject);
|
||||||
|
foreach (var c in connections) Destroy(c.line.gameObject);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void CheckIfSolved()
|
||||||
|
{
|
||||||
|
if (gameState != UGameState.Playing) return;
|
||||||
|
foreach (var c1 in connections)
|
||||||
|
foreach (var c2 in connections)
|
||||||
|
if (c1 != c2 && !c1.SharesPointWith(c2) && LinesIntersect(c1, c2))
|
||||||
|
return;
|
||||||
|
|
||||||
|
// no intersections found!
|
||||||
|
statusText.text = "Completed!";
|
||||||
|
if (loseUI != null)
|
||||||
|
loseUI.SetActive(false);
|
||||||
|
if (winUI != null)
|
||||||
|
winUI.SetActive(true);
|
||||||
|
SetGameState(UGameState.Win);
|
||||||
|
SoundFXManager.instance.PlaySound(winSound, transform, 1f);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void AutoSolve()
|
||||||
|
{
|
||||||
|
if (gameState != UGameState.Playing) return;
|
||||||
|
for (int i = 0; i < points.Count; i++)
|
||||||
|
points[i].transform.position = solutionPositions[i];
|
||||||
|
connections.ForEach(c => c.UpdateLine());
|
||||||
|
CheckIfSolved();
|
||||||
|
}
|
||||||
|
|
||||||
|
#region Line‑intersection helpers
|
||||||
|
private bool LinesIntersect(Connection c1, Connection c2)
|
||||||
|
{
|
||||||
|
Vector2 p1 = c1.a.transform.position;
|
||||||
|
Vector2 q1 = c1.b.transform.position;
|
||||||
|
Vector2 p2 = c2.a.transform.position;
|
||||||
|
Vector2 q2 = c2.b.transform.position;
|
||||||
|
return DoIntersect(p1, q1, p2, q2);
|
||||||
|
}
|
||||||
|
|
||||||
|
private bool DoIntersect(Vector2 a, Vector2 b, Vector2 c, Vector2 d)
|
||||||
|
{
|
||||||
|
int o1 = Orientation(a, b, c);
|
||||||
|
int o2 = Orientation(a, b, d);
|
||||||
|
int o3 = Orientation(c, d, a);
|
||||||
|
int o4 = Orientation(c, d, b);
|
||||||
|
return (o1 != o2 && o3 != o4);
|
||||||
|
}
|
||||||
|
|
||||||
|
private int Orientation(Vector2 a, Vector2 b, Vector2 c)
|
||||||
|
{
|
||||||
|
float v = (b.y - a.y) * (c.x - b.x) - (b.x - a.x) * (c.y - b.y);
|
||||||
|
if (Mathf.Abs(v) < 1e-4f) return 0;
|
||||||
|
return (v > 0) ? 1 : 2;
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
|
}
|
@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 3b4d8850cd43cad4fbba7540819becaa
|
@ -613,7 +613,8 @@ MonoBehaviour:
|
|||||||
m_isRightToLeft: 0
|
m_isRightToLeft: 0
|
||||||
m_fontAsset: {fileID: 11400000, guid: 43648d58503ea3538bd4af83ea781eaf, type: 2}
|
m_fontAsset: {fileID: 11400000, guid: 43648d58503ea3538bd4af83ea781eaf, type: 2}
|
||||||
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|
||||||
--- !u!1 &1852342853
|
--- !u!1 &1852342853
|
||||||
GameObject:
|
GameObject:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
@ -44953,8 +45113,8 @@ MonoBehaviour:
|
|||||||
m_Name:
|
m_Name:
|
||||||
m_EditorClassIdentifier:
|
m_EditorClassIdentifier:
|
||||||
slots:
|
slots:
|
||||||
- {fileID: 0}
|
- {fileID: 11400000, guid: 8760dbe56dc865a44a32143d7c81d538, type: 2}
|
||||||
- {fileID: 0}
|
- {fileID: 11400000, guid: cd675c29b2c08c046a9c9495f7da834a, type: 2}
|
||||||
- {fileID: 0}
|
- {fileID: 0}
|
||||||
- {fileID: 0}
|
- {fileID: 0}
|
||||||
- {fileID: 0}
|
- {fileID: 0}
|
||||||
@ -45501,6 +45661,7 @@ SceneRoots:
|
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- {fileID: 1766395669}
|
- {fileID: 1766395669}
|
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- {fileID: 1232642964}
|
- {fileID: 1232642964}
|
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- {fileID: 864586227}
|
- {fileID: 864586227}
|
||||||
|
- {fileID: 1847355415}
|
||||||
- {fileID: 273817039}
|
- {fileID: 273817039}
|
||||||
- {fileID: 565048136}
|
- {fileID: 565048136}
|
||||||
- {fileID: 1643819640}
|
- {fileID: 1643819640}
|
||||||
|
File diff suppressed because it is too large
Load Diff
@ -12,6 +12,7 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 9d572cf34af0fc14981c6699e965994d, type: 3}
|
m_Script: {fileID: 11500000, guid: 9d572cf34af0fc14981c6699e965994d, type: 3}
|
||||||
m_Name: ClickInOrderItem
|
m_Name: ClickInOrderItem
|
||||||
m_EditorClassIdentifier:
|
m_EditorClassIdentifier:
|
||||||
itemName: Clickinorder
|
itemName: SImonSays
|
||||||
itemIcon: {fileID: 21300000, guid: ae600fc3261ad214e8d0fea2e9814db5, type: 3}
|
itemIcon: {fileID: 21300000, guid: ae600fc3261ad214e8d0fea2e9814db5, type: 3}
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itemPrefab: {fileID: 8988288550564699726, guid: 56a57c82158b9874eb02de81af87fcb1, type: 3}
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itemPrefab: {fileID: 8988288550564699726, guid: 56a57c82158b9874eb02de81af87fcb1, type: 3}
|
||||||
|
isKeyCard: 0
|
||||||
|
18
Assets/Scripts/ScriptableObjects/GuessTheWord.asset
Normal file
18
Assets/Scripts/ScriptableObjects/GuessTheWord.asset
Normal file
@ -0,0 +1,18 @@
|
|||||||
|
%YAML 1.1
|
||||||
|
%TAG !u! tag:unity3d.com,2011:
|
||||||
|
--- !u!114 &11400000
|
||||||
|
MonoBehaviour:
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
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|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
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|
m_GameObject: {fileID: 0}
|
||||||
|
m_Enabled: 1
|
||||||
|
m_EditorHideFlags: 0
|
||||||
|
m_Script: {fileID: 11500000, guid: 9d572cf34af0fc14981c6699e965994d, type: 3}
|
||||||
|
m_Name: GuessTheWord
|
||||||
|
m_EditorClassIdentifier:
|
||||||
|
itemName: GuessTheWord
|
||||||
|
itemIcon: {fileID: 21300000, guid: ae600fc3261ad214e8d0fea2e9814db5, type: 3}
|
||||||
|
itemPrefab: {fileID: 8988288550564699726, guid: 56a57c82158b9874eb02de81af87fcb1, type: 3}
|
||||||
|
isKeyCard: 0
|
8
Assets/Scripts/ScriptableObjects/GuessTheWord.asset.meta
Normal file
8
Assets/Scripts/ScriptableObjects/GuessTheWord.asset.meta
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e782766c514fbcdbbbe17ef0dfd723e9
|
||||||
|
NativeFormatImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
mainObjectFileID: 11400000
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -15,3 +15,4 @@ MonoBehaviour:
|
|||||||
itemName: Red Card
|
itemName: Red Card
|
||||||
itemIcon: {fileID: 21300000, guid: e9d08f64433b30ff680fa90c316f4e5b, type: 3}
|
itemIcon: {fileID: 21300000, guid: e9d08f64433b30ff680fa90c316f4e5b, type: 3}
|
||||||
itemPrefab: {fileID: 8924941041106658507, guid: 2f261fc6f440ae937ac1858cdc41b7ca, type: 3}
|
itemPrefab: {fileID: 8924941041106658507, guid: 2f261fc6f440ae937ac1858cdc41b7ca, type: 3}
|
||||||
|
isKeyCard: 1
|
||||||
|
@ -15,3 +15,4 @@ MonoBehaviour:
|
|||||||
itemName: Red Card
|
itemName: Red Card
|
||||||
itemIcon: {fileID: 21300000, guid: 839d951c18cf6ae88aab372a39d87694, type: 3}
|
itemIcon: {fileID: 21300000, guid: 839d951c18cf6ae88aab372a39d87694, type: 3}
|
||||||
itemPrefab: {fileID: 8924941041106658507, guid: 9978c9c43cf7bfb4ba426c30b5c569b2, type: 3}
|
itemPrefab: {fileID: 8924941041106658507, guid: 9978c9c43cf7bfb4ba426c30b5c569b2, type: 3}
|
||||||
|
isKeyCard: 1
|
||||||
|
@ -13,5 +13,6 @@ MonoBehaviour:
|
|||||||
m_Name: USBStickItem
|
m_Name: USBStickItem
|
||||||
m_EditorClassIdentifier:
|
m_EditorClassIdentifier:
|
||||||
itemName: USB Stick
|
itemName: USB Stick
|
||||||
itemIcon: {fileID: 21300000, guid: 1d5d46cffb17f694987ced466c5888e3, type: 3}
|
itemIcon: {fileID: 21300000, guid: ae600fc3261ad214e8d0fea2e9814db5, type: 3}
|
||||||
itemPrefab: {fileID: 8988288550564699726, guid: 56a57c82158b9874eb02de81af87fcb1, type: 3}
|
itemPrefab: {fileID: 8988288550564699726, guid: 56a57c82158b9874eb02de81af87fcb1, type: 3}
|
||||||
|
isKeyCard: 0
|
||||||
|
@ -6,6 +6,7 @@ public enum TabletScreen {
|
|||||||
Word,
|
Word,
|
||||||
Mines,
|
Mines,
|
||||||
SimonSays,
|
SimonSays,
|
||||||
|
Untangle,
|
||||||
MainMenu,
|
MainMenu,
|
||||||
Clear
|
Clear
|
||||||
}
|
}
|
||||||
@ -34,6 +35,7 @@ public class TabletScript : MonoBehaviour
|
|||||||
[SerializeField] private GameObject minesPuzzleSheet = null;
|
[SerializeField] private GameObject minesPuzzleSheet = null;
|
||||||
[SerializeField] private GameObject wordPuzzleSheet = null;
|
[SerializeField] private GameObject wordPuzzleSheet = null;
|
||||||
[SerializeField] private GameObject simonSaysPuzzleSheet = null;
|
[SerializeField] private GameObject simonSaysPuzzleSheet = null;
|
||||||
|
[SerializeField] private GameObject untanglePuzzleSheet = null;
|
||||||
[SerializeField] private GameObject mainMenuSheet = null;
|
[SerializeField] private GameObject mainMenuSheet = null;
|
||||||
|
|
||||||
|
|
||||||
@ -58,6 +60,7 @@ public class TabletScript : MonoBehaviour
|
|||||||
[SerializeField] private ControlScript minesControlScript = null;
|
[SerializeField] private ControlScript minesControlScript = null;
|
||||||
[SerializeField] private WordPuzzle wordPuzzleScript = null;
|
[SerializeField] private WordPuzzle wordPuzzleScript = null;
|
||||||
[SerializeField] private SimonSaysGameManager simonSaysGameManager = null;
|
[SerializeField] private SimonSaysGameManager simonSaysGameManager = null;
|
||||||
|
[SerializeField] private UntangleGameManager untangleGameManager = null;
|
||||||
|
|
||||||
|
|
||||||
public void Start()
|
public void Start()
|
||||||
@ -76,33 +79,46 @@ public class TabletScript : MonoBehaviour
|
|||||||
wordPuzzleSheet.SetActive(true);
|
wordPuzzleSheet.SetActive(true);
|
||||||
minesPuzzleSheet.SetActive(false);
|
minesPuzzleSheet.SetActive(false);
|
||||||
simonSaysPuzzleSheet.SetActive(false);
|
simonSaysPuzzleSheet.SetActive(false);
|
||||||
|
untanglePuzzleSheet.SetActive(false);
|
||||||
break;
|
break;
|
||||||
case TabletScreen.Mines:
|
case TabletScreen.Mines:
|
||||||
wordPuzzleSheet.SetActive(false);
|
wordPuzzleSheet.SetActive(false);
|
||||||
minesPuzzleSheet.SetActive(true);
|
minesPuzzleSheet.SetActive(true);
|
||||||
simonSaysPuzzleSheet.SetActive(false);
|
simonSaysPuzzleSheet.SetActive(false);
|
||||||
break;
|
untanglePuzzleSheet.SetActive(false);
|
||||||
case TabletScreen.MainMenu:
|
|
||||||
wordPuzzleSheet.SetActive(false);
|
|
||||||
minesPuzzleSheet.SetActive(false);
|
|
||||||
simonSaysPuzzleSheet.SetActive(false);
|
|
||||||
mainMenuSheet.SetActive(true);
|
|
||||||
break;
|
break;
|
||||||
case TabletScreen.SimonSays:
|
case TabletScreen.SimonSays:
|
||||||
wordPuzzleSheet.SetActive(false);
|
wordPuzzleSheet.SetActive(false);
|
||||||
minesPuzzleSheet.SetActive(false);
|
minesPuzzleSheet.SetActive(false);
|
||||||
simonSaysPuzzleSheet.SetActive(true);
|
simonSaysPuzzleSheet.SetActive(true);
|
||||||
|
untanglePuzzleSheet.SetActive(false);
|
||||||
|
break;
|
||||||
|
case TabletScreen.Untangle:
|
||||||
|
wordPuzzleSheet.SetActive(false);
|
||||||
|
minesPuzzleSheet.SetActive(false);
|
||||||
|
simonSaysPuzzleSheet.SetActive(false);
|
||||||
|
untanglePuzzleSheet.SetActive(true);
|
||||||
|
break;
|
||||||
|
|
||||||
|
case TabletScreen.MainMenu:
|
||||||
|
wordPuzzleSheet.SetActive(false);
|
||||||
|
minesPuzzleSheet.SetActive(false);
|
||||||
|
simonSaysPuzzleSheet.SetActive(false);
|
||||||
|
untanglePuzzleSheet.SetActive(false);
|
||||||
|
mainMenuSheet.SetActive(true);
|
||||||
break;
|
break;
|
||||||
case TabletScreen.Clear:
|
case TabletScreen.Clear:
|
||||||
wordPuzzleSheet.SetActive(false);
|
wordPuzzleSheet.SetActive(false);
|
||||||
minesPuzzleSheet.SetActive(false);
|
minesPuzzleSheet.SetActive(false);
|
||||||
simonSaysPuzzleSheet.SetActive(false);
|
simonSaysPuzzleSheet.SetActive(false);
|
||||||
|
untanglePuzzleSheet.SetActive(false);
|
||||||
mainMenuSheet.SetActive(false);
|
mainMenuSheet.SetActive(false);
|
||||||
break;
|
break;
|
||||||
default:
|
default:
|
||||||
wordPuzzleSheet.SetActive(false);
|
wordPuzzleSheet.SetActive(false);
|
||||||
minesPuzzleSheet.SetActive(false);
|
minesPuzzleSheet.SetActive(false);
|
||||||
simonSaysPuzzleSheet.SetActive(false);
|
simonSaysPuzzleSheet.SetActive(false);
|
||||||
|
untanglePuzzleSheet.SetActive(false);
|
||||||
mainMenuSheet.SetActive(false);
|
mainMenuSheet.SetActive(false);
|
||||||
break;
|
break;
|
||||||
|
|
||||||
@ -114,6 +130,7 @@ public class TabletScript : MonoBehaviour
|
|||||||
mainMenuSheet.SetActive(false);
|
mainMenuSheet.SetActive(false);
|
||||||
wordPuzzleSheet.SetActive(false);
|
wordPuzzleSheet.SetActive(false);
|
||||||
simonSaysPuzzleSheet.SetActive(false);
|
simonSaysPuzzleSheet.SetActive(false);
|
||||||
|
untanglePuzzleSheet.SetActive(false);
|
||||||
minesPuzzleSheet.SetActive(true);
|
minesPuzzleSheet.SetActive(true);
|
||||||
|
|
||||||
minesControlScript.GridSizeX = gridSize;
|
minesControlScript.GridSizeX = gridSize;
|
||||||
@ -146,6 +163,7 @@ public class TabletScript : MonoBehaviour
|
|||||||
mainMenuSheet.SetActive(false);
|
mainMenuSheet.SetActive(false);
|
||||||
minesPuzzleSheet.SetActive(false);
|
minesPuzzleSheet.SetActive(false);
|
||||||
simonSaysPuzzleSheet.SetActive(false);
|
simonSaysPuzzleSheet.SetActive(false);
|
||||||
|
untanglePuzzleSheet.SetActive(false);
|
||||||
|
|
||||||
StartCoroutine(WaitForPuzzleCompletionWord());
|
StartCoroutine(WaitForPuzzleCompletionWord());
|
||||||
}
|
}
|
||||||
@ -171,6 +189,7 @@ public class TabletScript : MonoBehaviour
|
|||||||
mainMenuSheet.SetActive(false);
|
mainMenuSheet.SetActive(false);
|
||||||
minesPuzzleSheet.SetActive(false);
|
minesPuzzleSheet.SetActive(false);
|
||||||
wordPuzzleSheet.SetActive(false);
|
wordPuzzleSheet.SetActive(false);
|
||||||
|
untanglePuzzleSheet.SetActive(false);
|
||||||
|
|
||||||
StartCoroutine(WaitForPuzzleCompletionSimonSays());
|
StartCoroutine(WaitForPuzzleCompletionSimonSays());
|
||||||
}
|
}
|
||||||
@ -186,6 +205,30 @@ public class TabletScript : MonoBehaviour
|
|||||||
SetScreen(TabletScreen.MainMenu);
|
SetScreen(TabletScreen.MainMenu);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void SetScreenUntangle(int pointCount)
|
||||||
|
{
|
||||||
|
untanglePuzzleSheet.SetActive(true);
|
||||||
|
untangleGameManager.pointCount = pointCount;
|
||||||
|
untangleGameManager.StartGame();
|
||||||
|
mainMenuSheet.SetActive(false);
|
||||||
|
minesPuzzleSheet.SetActive(false);
|
||||||
|
wordPuzzleSheet.SetActive(false);
|
||||||
|
simonSaysPuzzleSheet.SetActive(false);
|
||||||
|
|
||||||
|
StartCoroutine(WaitForPuzzleCompletionUntangle());
|
||||||
|
}
|
||||||
|
|
||||||
|
private IEnumerator WaitForPuzzleCompletionUntangle()
|
||||||
|
{
|
||||||
|
yield return new WaitUntil(() => untangleGameManager.gameState == UGameState.Win);
|
||||||
|
|
||||||
|
yield return new WaitForSeconds(1.0f);
|
||||||
|
|
||||||
|
untangleGameManager.gameState = UGameState.Uninitialized; // reset the game state to default state
|
||||||
|
gameState = PuzzleGameState.Win;
|
||||||
|
SetScreen(TabletScreen.MainMenu);
|
||||||
|
}
|
||||||
|
|
||||||
public void SetGameState(PuzzleGameState state)
|
public void SetGameState(PuzzleGameState state)
|
||||||
{
|
{
|
||||||
gameState = state;
|
gameState = state;
|
||||||
|
Loading…
Reference in New Issue
Block a user