I’m trying to build a puzzle game which matches colors.
As you can see below I have some green objects that will get destroyed if they match with objects of the same color.
My question is how would I stop this from happening when the scene first loads versus when a player places a new object to match others.
var lants : GameObject[];
var otherClip: AudioSource;
function Update() {
//Lantern object locator
var L1 = GameObject.Find("Lantern1");
var L2 = GameObject.Find("Lantern2");
var L3 = GameObject.Find("Lantern3");
var L4 = GameObject.Find("Lantern4");
var L5 = GameObject.Find("Lantern5");
var L6 = GameObject.Find("Lantern6");
//Array index
lants[0]=L1;
lants[1]=L2;
lants[2]=L3;
lants[3]=L4;
lants[4]=L5;
lants[5]=L6;
//if statments for green....................................................................................................................................................................................................................................
if ((L1.renderer.material.GetColor("_Color") == Color.green)(L2.renderer.material.GetColor("_Color") == Color.green)
(L3.renderer.material.GetColor("_Color") == Color.green)){
Destroy(L1);
Destroy(L2);
Destroy(L3);
otherClip.audio.Play();
}
if((L1.renderer.material.GetColor("_Color") == Color.green)(L2.renderer.material.GetColor("_Color") == Color.green)
(L3.renderer.material.GetColor("_Color") == Color.green)(L4.renderer.material.GetColor("_Color") == Color.green)){
Destroy(L1);
Destroy(L2);
Destroy(L3);
Destroy(L4);
otherClip.audio.Play();
}
if((L1.renderer.material.GetColor("_Color") == Color.green)(L2.renderer.material.GetColor("_Color") == Color.green)
(L3.renderer.material.GetColor("_Color") == Color.green)(L4.renderer.material.GetColor("_Color") == Color.green)
(L5.renderer.material.GetColor("_Color") == Color.green)){
Destroy(L1);
Destroy(L2);
Destroy(L3);
Destroy(L4);
Destroy(L5);
otherClip.audio.Play();
}
if((L1.renderer.material.GetColor("_Color") == Color.green)(L2.renderer.material.GetColor("_Color") == Color.green)
(L3.renderer.material.GetColor("_Color") == Color.green)(L4.renderer.material.GetColor("_Color") == Color.green)
(L5.renderer.material.GetColor("_Color") == Color.green)(L6.renderer.material.GetColor("_Color") == Color.green)){
Destroy(L1);
Destroy(L2);
Destroy(L3);
Destroy(L4);
Destroy(L5);
Destroy(L6);
otherClip.audio.Play();
}
if ((L2.renderer.material.GetColor("_Color") == Color.green)(L3.renderer.material.GetColor("_Color") == Color.green)
(L4.renderer.material.GetColor("_Color") == Color.green)){
Destroy(L2);
Destroy(L3);
Destroy(L4);
otherClip.audio.Play();
}
if((L2.renderer.material.GetColor("_Color") == Color.green)(L3.renderer.material.GetColor("_Color") == Color.green)
(L4.renderer.material.GetColor("_Color") == Color.green)(L5.renderer.material.GetColor("_Color") == Color.green)){
Destroy(L2);
Destroy(L3);
Destroy(L4);
Destroy(L5);
otherClip.audio.Play();
}
if((L2.renderer.material.GetColor("_Color") == Color.green)(L3.renderer.material.GetColor("_Color") == Color.green)
(L4.renderer.material.GetColor("_Color") == Color.green)(L5.renderer.material.GetColor("_Color") == Color.green)
(L6.renderer.material.GetColor("_Color") == Color.green)){
Destroy(L2);
Destroy(L3);
Destroy(L4);
Destroy(L5);
Destroy(L6);
otherClip.audio.Play();
}
if ((L3.renderer.material.GetColor("_Color") == Color.green)(L4.renderer.material.GetColor("_Color") == Color.green)
(L5.renderer.material.GetColor("_Color") == Color.green)){
Destroy(L3);
Destroy(L4);
Destroy(L5);
otherClip.audio.Play();
}
if((L3.renderer.material.GetColor("_Color") == Color.green)(L4.renderer.material.GetColor("_Color") == Color.green)
(L5.renderer.material.GetColor("_Color") == Color.green)(L6.renderer.material.GetColor("_Color") == Color.green)){
Destroy(L3);
Destroy(L4);
Destroy(L5);
Destroy(L6);
otherClip.audio.Play();
}
if ((L4.renderer.material.GetColor("_Color") == Color.green)(L5.renderer.material.GetColor("_Color") == Color.green)
(L6.renderer.material.GetColor("_Color") == Color.green)){
Destroy(L4);
Destroy(L5);
Destroy(L6);
otherClip.audio.Play();
}
//End green statments.....................................................................................................................................................................................................................................................................
