/*
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*/

using System;
using System.Collections.Generic;
using UnityEngine.UI;
using UnityEngine;

[Serializable]
public class Pipe
{


	


	public Image Img_1;
	public Image Img_2;
	public Image Img_3;

	public GameObject leakL;
	public GameObject leakR;
	public GameObject leakT;
	public GameObject leakB;



	public Image pipeImage;

	public bool L;

	public bool R;

	public bool T;

	public bool B;

	public List<PipeColor> fillColor = new List<PipeColor>();

	private int currentRotation;

	public bool LeftLeak;
	public bool RightLeak;
	public bool TopLeak;
	public bool BottomLeak;

	

	
	public int AddColor(PipeColor c)
	{
		int num = 0;
		if (c == PipeColor.None)
		{
			return 0;
		}
		if (!fillColor.Contains(c))
		{
			fillColor.Add(c);
			num++;
		}
		return num;
	}

	public int AddColor(List<PipeColor> c)
	{
		int addedColor = 0;
		c.ForEach(delegate(PipeColor obj)
		{
			addedColor += AddColor(obj);
		});
		return addedColor;
	}

	public void RemoveAll()
	{
		fillColor.Clear();
	}

	public void SetPipeRotation(int r)
	{
		while (currentRotation != r)
		{
			if (currentRotation < r)
			{
				bool r2 = R;
				R = T;
				T = L;
				L = B;
				B = r2;
				currentRotation++;


				
			}
			else
			{
				bool r3 = R;
				R = B;
				B = L;
				L = T;
				T = r3;
				currentRotation--;

				
			}
		}

	}

}