Beispiel #1
0
 private SdkWrapper()
 {
     CreateClient();
     FlipActions     = new FlipActions(_udpClient);
     FlyActions      = new FlyActions(_udpClient);
     RotationActions = new RotationActions(_udpClient);
     BaseActions     = new BaseActions(_udpClient);
     SpeedAction     = new SpeedAction(_udpClient);
 }
        public void RotateU()
        {
            var cube = new CubeSolver.Domain.Cube();

            var rotateAction = new RotationActions();

            rotateAction.U(cube);

            Console.WriteLine(cube);
        }
        public void RotateRrev()
        {
            var cube = new Cube();

            var rotateAction = new RotationActions();

            rotateAction.Rrev(cube);

            Console.WriteLine(cube);
        }
        public void Scramble()
        {
            var cube = new CubeSolver.Domain.Cube();

            var rotateAction = new RotationActions();

            rotateAction.Y(cube);
            rotateAction.L(cube);
            rotateAction.Yrev(cube);

            Console.WriteLine(cube);
        }
Beispiel #5
0
    public void DoRotation(RotationActions rot)
    {
        FaceState temp;

        switch (rot)
        {
        case RotationActions.UP:
            Debug.Log("RotationActions.UP");
            temp = m_faceStates[(int)Faces.FRONT];
            m_faceStates[(int)Faces.FRONT]  = m_faceStates[(int)Faces.BOTTOM];
            m_faceStates[(int)Faces.BOTTOM] = m_faceStates[(int)Faces.BACK];
            m_faceStates[(int)Faces.BACK]   = m_faceStates[(int)Faces.TOP];
            m_faceStates[(int)Faces.TOP]    = temp;
            AdjustOrientation(Faces.LEFT, -1);
            AdjustOrientation(Faces.RIGHT, 1);
            break;

        case RotationActions.DOWN:
            Debug.Log("RotationActions.DOWN");
            temp = m_faceStates[(int)Faces.FRONT];
            m_faceStates[(int)Faces.FRONT]  = m_faceStates[(int)Faces.TOP];
            m_faceStates[(int)Faces.TOP]    = m_faceStates[(int)Faces.BACK];
            m_faceStates[(int)Faces.BACK]   = m_faceStates[(int)Faces.BOTTOM];
            m_faceStates[(int)Faces.BOTTOM] = temp;
            AdjustOrientation(Faces.LEFT, 1);
            AdjustOrientation(Faces.RIGHT, -1);
            break;

        case RotationActions.LEFT:
            Debug.Log("RotationActions.LEFT");
            temp = m_faceStates[(int)Faces.FRONT];
            m_faceStates[(int)Faces.FRONT] = m_faceStates[(int)Faces.RIGHT];
            m_faceStates[(int)Faces.RIGHT] = m_faceStates[(int)Faces.BACK];
            m_faceStates[(int)Faces.BACK]  = m_faceStates[(int)Faces.LEFT];
            m_faceStates[(int)Faces.LEFT]  = temp;
            AdjustOrientation(Faces.TOP, 1);
            AdjustOrientation(Faces.BOTTOM, -1);
            AdjustOrientation(Faces.BACK, 2);
            AdjustOrientation(Faces.RIGHT, 2);
            break;

        case RotationActions.RIGHT:
            Debug.Log("RotationActions.RIGHT");
            temp = m_faceStates[(int)Faces.FRONT];
            m_faceStates[(int)Faces.FRONT] = m_faceStates[(int)Faces.LEFT];
            m_faceStates[(int)Faces.LEFT]  = m_faceStates[(int)Faces.BACK];
            m_faceStates[(int)Faces.BACK]  = m_faceStates[(int)Faces.RIGHT];
            m_faceStates[(int)Faces.RIGHT] = temp;
            AdjustOrientation(Faces.TOP, -1);
            AdjustOrientation(Faces.BOTTOM, 1);
            AdjustOrientation(Faces.BACK, 2);
            AdjustOrientation(Faces.LEFT, 2);
            break;

        case RotationActions.CLOCKWISE:
            Debug.Log("RotationActions.CLOCKWISE");
            temp = m_faceStates[(int)Faces.TOP];
            m_faceStates[(int)Faces.TOP]    = m_faceStates[(int)Faces.LEFT];
            m_faceStates[(int)Faces.LEFT]   = m_faceStates[(int)Faces.BOTTOM];
            m_faceStates[(int)Faces.BOTTOM] = m_faceStates[(int)Faces.RIGHT];
            m_faceStates[(int)Faces.RIGHT]  = temp;
            AdjustOrientation(Faces.FRONT, 1);
            AdjustOrientation(Faces.BACK, -1);
            AdjustOrientation(Faces.TOP, 1);
            AdjustOrientation(Faces.BOTTOM, 1);
            AdjustOrientation(Faces.LEFT, 1);
            AdjustOrientation(Faces.RIGHT, 1);
            break;

        case RotationActions.ANTI_CLOCKWISE:
            Debug.Log("RotationActions.ANTI_CLOCKWISE");
            temp = m_faceStates[(int)Faces.TOP];
            m_faceStates[(int)Faces.TOP]    = m_faceStates[(int)Faces.RIGHT];
            m_faceStates[(int)Faces.RIGHT]  = m_faceStates[(int)Faces.BOTTOM];
            m_faceStates[(int)Faces.BOTTOM] = m_faceStates[(int)Faces.LEFT];
            m_faceStates[(int)Faces.LEFT]   = temp;
            AdjustOrientation(Faces.FRONT, -1);
            AdjustOrientation(Faces.BACK, 1);
            AdjustOrientation(Faces.TOP, -1);
            AdjustOrientation(Faces.BOTTOM, -1);
            AdjustOrientation(Faces.LEFT, -1);
            AdjustOrientation(Faces.RIGHT, -1);
            break;
        }
    }