// Use this for initialization
    void Start()
    {
        rend = GetComponent <Renderer> ();
        rend.material.color = Color.black;

        cubeScript = transform.parent.GetComponentInParent <DefaultCubeScript>();
    }
Beispiel #2
0
    void BuildOpenSetGrid()
    {
        OpenSetGrid = new GameObject[openSetSizeFinalZ, openSetSizeFinalX];
        //Debug.Log ("BuildOpenSetGridSize: " + openSetSizeFinalZ + " -- " + openSetSizeFinalX);

        int lookUpZ = openSetSizeSmallZ;
        int lookUpX = openSetSizeSmallX;

        foreach (GameObject node in openNodesList)
        {
            cubeScript = node.GetComponent <DefaultCubeScript> ();

            //Debug.Log ("nodeZX: " + cubeScript.gridLocZ + "," + cubeScript.gridLocX);
            //Debug.Log ("putting in OpenSetGrid at ZX: " + (cubeScript.gridLocZ - openSetSizeSmallZ) + "," + (cubeScript.gridLocX - openSetSizeSmallX));
            if (cubeScript.gridLocZ >= 0 && cubeScript.gridLocX >= 0)
            {
                OpenSetGrid [cubeScript.gridLocZ - openSetSizeSmallZ, cubeScript.gridLocX - openSetSizeSmallX] = node;
            }
        }

        /*
         * for (int i = 0; i < openSetSizeFinalZ; i++) {
         *
         *      Debug.Log ("NEW ROW --------------------------------");
         *
         *      for (int j = 0; j < openSetSizeFinalX; j++) {
         *
         *              Debug.Log ("Z: " + i + ":" + "X: " + j + " == " + OpenSetGrid[i,j]);
         *
         *      }
         * }
         */
    }
Beispiel #3
0
    void SetOpenSetSize()
    {
        //openSetSizeSmallZ = gameManagerScript.MapSizeGetter("Z") * gameManagerScript.numCubesInZ;
        //openSetSizeSmallX = gameManagerScript.MapSizeGetter("X") * gameManagerScript.numCubesInX;
        openSetSizeLargeZ = -1;
        openSetSizeLargeX = -1;
        OpenSetGrid       = null;

        int tempSmallZ = openSetSizeSmallZ;
        int tempSmallX = openSetSizeSmallX;
        int tempLargeZ = openSetSizeLargeZ;
        int tempLargeX = openSetSizeLargeX;

        foreach (GameObject node in openNodesList)
        {
            cubeScript = node.GetComponent <DefaultCubeScript> ();

            //Debug.Log ("nodeZX: " + cubeScript.gridLocZ + "," + cubeScript.gridLocX);

            if (cubeScript.gridLocZ >= 0 && cubeScript.gridLocX >= 0)
            {
                //find smallest Z
                if (cubeScript.gridLocZ < tempSmallZ)
                {
                    tempSmallZ = cubeScript.gridLocZ;
                }
                //openSetSizeSmallZ = tempSmallZ;

                //find smallest X
                if (cubeScript.gridLocX < tempSmallX)
                {
                    tempSmallX = cubeScript.gridLocX;
                }
                //openSetSizeSmallX = tempSmallX;

                //find Largest Z
                if (cubeScript.gridLocZ > tempLargeZ)
                {
                    tempLargeZ = cubeScript.gridLocZ;
                }
                //openSetSizeLargeZ = tempLargeZ;

                //find Largest X
                if (cubeScript.gridLocX > tempLargeX)
                {
                    tempLargeX = cubeScript.gridLocX;
                }
                //openSetSizeLargeX = tempLargeX;
            }
        }

        openSetSizeSmallZ = tempSmallZ;
        openSetSizeSmallX = tempSmallX;
        openSetSizeLargeZ = tempLargeZ;
        openSetSizeLargeX = tempLargeX;
        //Debug.Log ("SetOpenSetSizeZX: " + openSetSizeSmallZ + "," + openSetSizeSmallX + " -- " + openSetSizeLargeZ + "," + openSetSizeLargeX);

        openSetSizeFinalZ = openSetSizeLargeZ - openSetSizeSmallZ + 1;
        openSetSizeFinalX = openSetSizeLargeX - openSetSizeSmallX + 1;


        //BuildOpenSetGrid ();
    }