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); }
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; } }