Beispiel #1
0
        private Tile SelectNeighbour(RaycastHit hit)
        {
            var          offset = hit.point.x - hit.transform.position.x;
            var          offsetY = hit.point.y - hit.transform.position.y;
            HexDirection dir, dir2nd;

            if (offset < 0f)
            {
                if (offsetY < 0f)
                {
                    dir    = HexDirection.SE;
                    dir2nd = HexDirection.SE;
                }
                else
                {
                    dir    = HexDirection.E;
                    dir2nd = HexDirection.SE;
                }
            }
            else
            {
                if (offsetY < 0f)
                {
                    dir    = HexDirection.SW;
                    dir2nd = HexDirection.SW;
                }
                else
                {
                    dir    = HexDirection.W;
                    dir2nd = HexDirection.SW;
                }
            }

            //top
            if (hit.transform.CompareTag(FirstRowTag))
            {
                return(grid.Nearest(hit.point));
            }
            //bubble hit
            var bubble  = hit.transform.GetComponentInParent <Bubble>();
            var tileHit = grid.Get(bubble);
            var newTile = grid.Neighbour(tileHit, dir);

            if (grid.Get(newTile))
            {
                newTile = grid.Neighbour(tileHit, dir2nd);
            }

            if (grid.Get(newTile))
            {
                return(null);
            }

            return(newTile);
        }
Beispiel #2
0
        bool IsAttached(Bubble bubble, HashSet <Bubble> alreadyChecked = null)
        {
            if (bubble == null)
            {
                return(false);
            }
            if (alreadyChecked == null)
            {
                alreadyChecked = new HashSet <Bubble>();
            }
            alreadyChecked.Add(bubble);
            //check self
            var cubeIndex = grid.Get(bubble).Index;

            if (cubeIndex.y == 0)
            {
                // verified
                return(true);
            }

            //check others
            foreach (var direction in looseCheck)
            {
                var checkBubble = grid.Neighbour(bubble, direction);
                if (!alreadyChecked.Contains(checkBubble) && IsAttached(checkBubble, alreadyChecked))
                {
                    return(true);
                }
            }

            return(false);
        }
Beispiel #3
0
        private void FillRow(int q, int r, Vector3 offset = default)
        {
            Tile tile = grid.TileAt(q, r);

            while (tile != null)
            {
                var bubble = spawner.CreateRandom();
                bubble.Movement.Teleport(tile.transform.position + offset);
                grid.Attach(bubble, tile);
                tile = grid.Neighbour(tile, HexDirection.E);
            }
        }
Beispiel #4
0
        private void FillRow(int q, int r, ref int exponent)
        {
            Tile tile = grid.TileAt(q, r);

            while (tile != null)
            {
                if (exponent >= values.Length)
                {
                    return;
                }
                var value = values[exponent++];
                if (value > 0)
                {
                    var bubble = spawner.Create(new BubbleScore(value));
                    grid.Insert(bubble, tile);
                }
                tile = grid.Neighbour(tile, HexDirection.E);
            }
        }