Beispiel #1
0
    public bool CheckNeighbors()
    {
        int     isPopulated  = 0;
        int     isValid      = 0;
        Vector3 cubePosition = HexMath.AxialToCube(HexMath.PixelToHex(transform.position));

        RaycastHit hit;
        int        direction;

        for (int i = 0; i < 6; i++)
        {
            if (Physics.Raycast(HexMath.HexToPixel(HexMath.CubeToAxial(cubePosition + HexMath.direction[i])) + Vector3.forward, Vector3.back, out hit))
            {
                Hex hex = hit.collider.GetComponent <Hex>();
                if (hex != null)
                {
                    isPopulated++;

                    direction = i + 3;
                    if (direction > 5)
                    {
                        direction -= 6;
                    }

                    if (hex.CheckValidity(direction, fieldType[i]))
                    {
                        isValid++;
                    }
                }
            }
        }

        return((isPopulated != 0) && (isPopulated == isValid));
    }
Beispiel #2
0
        public void Update()
        {
            if (loader != null)
            {
                //TODO: calculate loaders position to the current chunk instead of raycast
                Vector2 pixelCoords = new Vector2(loader.position.x, loader.position.z);
                Vector3 hexCoords = HexMath.PixelToHex(pixelCoords.x, pixelCoords.y, Game.World.HexData);
                //Tile(-33,-8) -> Chunk(-3,-1)
                //-33/13 = -2.5 ~= -3, -8/13 = -0.6 ~= -1
                int chunkSize = Game.GameConfig.chunkSize;
                float x = Mathf.Round(hexCoords.x / chunkSize);
                float z = Mathf.Round(hexCoords.y / chunkSize);
                float y = Mathf.Round(hexCoords.z / chunkSize);
                Vector3 chunkCoords = new Vector3(x, y, z);
                Debug.Log(chunkCoords);
                /*if (Game.World.Chunks.ContainsKey(chunkCoords))
                {
                    Debug.Log("Exists");
                    ChangeChunk(chunkCoords);
                    //currentChunk = Game.World.Chunks[chunkCoords];
                    //Game.ThreadQueuer.StartThreadedFunction(ManageChunks);
                }*/
                ChangeChunk(chunkCoords);
            }

            UpdateChunks();
        }
Beispiel #3
0
    // Update is called once per frame
    void Update()
    {
        if (pointer != null)
        {
            Vector3 position = Camera.main.ScreenToWorldPoint(Input.mousePosition);
            position = HexMath.HexToPixel(HexMath.PixelToHex(position));
            pointer.transform.position = position;
            if (Input.GetMouseButtonDown(0) && pointer.CheckNeighbors())
            {
                pointer.EndDrag();
                pointer = null;

                pointer = InstantiateHex();
                pointer.BeginDrag();
            }
        }
    }