Beispiel #1
0
 private GameObject NextOne(Node._nodeState checkState, int xxx, int yyy, out int xSave, out int ySave)
 {
     if (xxx + 1 <= TextureBorder)
     {
         if (dotObjects[xxx + 1, yyy].GetComponent <Node>().state == checkState && !dotObjects[xxx + 1, yyy].GetComponent <Node>().drawCheck &&
             !dotObjects[xxx + 1, yyy].GetComponent <Node>().breakpoint)
         {
             dotObjects[xxx + 1, yyy].GetComponent <Node>().drawCheck = true;
             xSave = xxx + 1;
             ySave = yyy;
             return(dotObjects[xxx + 1, yyy]);
         }
     }
     if (xxx - 1 >= 0)
     {
         if (dotObjects[xxx - 1, yyy].GetComponent <Node>().state == checkState && !dotObjects[xxx - 1, yyy].GetComponent <Node>().drawCheck &&
             !dotObjects[xxx - 1, yyy].GetComponent <Node>().breakpoint)
         {
             dotObjects[xxx - 1, yyy].GetComponent <Node>().drawCheck = true;
             xSave = xxx - 1;
             ySave = yyy;
             return(dotObjects[xxx - 1, yyy]);
         }
     }
     if (yyy + 1 <= TextureBorder)
     {
         if (dotObjects[xxx, yyy + 1].GetComponent <Node>().state == checkState && !dotObjects[xxx, yyy + 1].GetComponent <Node>().drawCheck &&
             !dotObjects[xxx, yyy + 1].GetComponent <Node>().breakpoint)
         {
             dotObjects[xxx, yyy + 1].GetComponent <Node>().drawCheck = true;
             xSave = xxx;
             ySave = yyy + 1;
             return(dotObjects[xxx, yyy + 1]);
         }
     }
     if (yyy - 1 >= 0)
     {
         if (dotObjects[xxx, yyy - 1].GetComponent <Node>().state == checkState && !dotObjects[xxx, yyy - 1].GetComponent <Node>().breakpoint &&
             !dotObjects[xxx, yyy - 1].GetComponent <Node>().drawCheck)
         {
             dotObjects[xxx, yyy - 1].GetComponent <Node>().drawCheck = true;
             xSave = xxx;
             ySave = yyy - 1;
             return(dotObjects[xxx, yyy - 1]);
         }
     }
     xSave = -1;
     ySave = -1;
     return(null);
 }
Beispiel #2
0
 private GameObject NextOne(Node._nodeState state, int xxx, int yyy, out int xSave, out int ySave, out bool enemyDetected)
 {
     if (xxx + 1 <= TextureBorder)
     {
         if (dotObjects[xxx + 1, yyy].GetComponent <Node>().state == state && !dotObjects[xxx + 1, yyy].GetComponent <Node>().drawCheck &&
             !dotObjects[xxx + 1, yyy].GetComponent <Node>().breakpoint)
         {
             dotObjects[xxx + 1, yyy].GetComponent <Node>().drawCheck = true;
             xSave = xxx + 1;
             ySave = yyy;
             if (dotObjects[xxx + 1, yyy].GetComponent <Node>().enemyOnIt)
             {
                 enemyDetected = true;
             }
             else
             {
                 enemyDetected = false;
             }
             return(dotObjects[xxx + 1, yyy]);
         }
     }
     if (xxx - 1 >= 0)
     {
         if (dotObjects[xxx - 1, yyy].GetComponent <Node>().state == state && !dotObjects[xxx - 1, yyy].GetComponent <Node>().drawCheck &&
             !dotObjects[xxx - 1, yyy].GetComponent <Node>().breakpoint)
         {
             dotObjects[xxx - 1, yyy].GetComponent <Node>().drawCheck = true;
             xSave = xxx - 1;
             ySave = yyy;
             if (dotObjects[xxx - 1, yyy].GetComponent <Node>().enemyOnIt)
             {
                 enemyDetected = true;
             }
             else
             {
                 enemyDetected = false;
             }
             return(dotObjects[xxx - 1, yyy]);
         }
     }
     if (yyy + 1 <= TextureBorder)
     {
         if (dotObjects[xxx, yyy + 1].GetComponent <Node>().state == state && !dotObjects[xxx, yyy + 1].GetComponent <Node>().drawCheck &&
             !dotObjects[xxx, yyy + 1].GetComponent <Node>().breakpoint)
         {
             dotObjects[xxx, yyy + 1].GetComponent <Node>().drawCheck = true;
             xSave = xxx;
             ySave = yyy + 1;
             if (dotObjects[xxx, yyy + 1].GetComponent <Node>().enemyOnIt)
             {
                 enemyDetected = true;
             }
             else
             {
                 enemyDetected = false;
             }
             return(dotObjects[xxx, yyy + 1]);
         }
     }
     if (yyy - 1 >= 0)
     {
         if (dotObjects[xxx, yyy - 1].GetComponent <Node>().state == state && !dotObjects[xxx, yyy - 1].GetComponent <Node>().breakpoint &&
             !dotObjects[xxx, yyy - 1].GetComponent <Node>().drawCheck)
         {
             dotObjects[xxx, yyy - 1].GetComponent <Node>().drawCheck = true;
             xSave = xxx;
             ySave = yyy - 1;
             if (dotObjects[xxx, yyy - 1].GetComponent <Node>().enemyOnIt)
             {
                 enemyDetected = true;
             }
             else
             {
                 enemyDetected = false;
             }
             return(dotObjects[xxx, yyy - 1]);
         }
     }
     xSave         = -1;
     ySave         = -1;
     enemyDetected = false;
     return(null);
 }