Ejemplo n.º 1
0
        public void HandleAttributeYou(OperationType operationType, Stack <Command> tickCommands)
        {
            if (operationType == OperationType.Wait)
            {
                return;
            }

            var moveDirection = GetOperationDirection(operationType);

            var mapXLength = m_logicGameManager.Map.GetLength(0);
            var mapYLength = m_logicGameManager.Map.GetLength(1);

            var scanDirection = Direction.Up;

            if (DirectionUtils.IsParallel(scanDirection, moveDirection))
            {
                for (var i = 0; i < mapXLength; i++)
                {
                    if (moveDirection == scanDirection)
                    {
                        HandleDirectionYou(moveDirection, new Vector2Int(i, -1), new Vector2Int(i, mapYLength), tickCommands);
                    }
                    else
                    {
                        HandleDirectionYou(moveDirection, new Vector2Int(i, mapYLength), new Vector2Int(i, -1), tickCommands);
                    }
                }
            }

            scanDirection = Direction.Right;
            if (DirectionUtils.IsParallel(scanDirection, moveDirection))
            {
                for (var j = 0; j < mapYLength; j++)
                {
                    if (moveDirection == scanDirection)
                    {
                        HandleDirectionYou(moveDirection, new Vector2Int(-1, j), new Vector2Int(mapXLength, j), tickCommands);
                    }
                    else
                    {
                        HandleDirectionYou(moveDirection, new Vector2Int(mapXLength, j), new Vector2Int(-1, j), tickCommands);
                    }
                }
            }
        }
Ejemplo n.º 2
0
        private void HandleDirectionMove(Direction scanDirection, Vector2Int negativeEndPosition, Vector2Int positiveEndPosition, Stack <Command> tickCommands, bool canBounce)
        {
            var scanDisplacement = DirectionUtils.DirectionToDisplacement(scanDirection);

            var impactBlocks = DictionaryPool <Block, int> .Get();

            for (var position = negativeEndPosition + scanDisplacement; position != positiveEndPosition; position += scanDisplacement)
            {
                var blocks = m_logicGameManager.Map[position.x, position.y];
                foreach (var block in blocks)
                {
                    if (!HasAttribute(block, AttributeCategory.Move) || !DirectionUtils.IsParallel(scanDirection, block.direction))
                    {
                        continue;
                    }
                    var impactDirection    = 1;
                    var impactDisplacement = scanDisplacement;
                    if (block.direction != scanDirection)
                    {
                        impactDirection    = 2;
                        impactDisplacement = Vector2Int.zero - scanDisplacement;
                    }
                    impactBlocks[block] = impactBlocks.GetOrDefault(block, 0) | impactDirection;
                    if (HasAttribute(block, AttributeCategory.Push))
                    {
                        for (var pushPosition = position + impactDisplacement; m_logicGameManager.InMap(pushPosition); pushPosition += impactDisplacement)
                        {
                            var pushBlocks = m_logicGameManager.Map[pushPosition.x, pushPosition.y];
                            var hasPush    = false;
                            foreach (var pushBlock in pushBlocks)
                            {
                                if (HasAttribute(pushBlock, AttributeCategory.Push))
                                {
                                    impactBlocks[pushBlock] = impactBlocks.GetOrDefault(pushBlock, 0) | impactDirection;
                                    hasPush = true;
                                }
                            }
                            if (!hasPush)
                            {
                                break;
                            }
                        }
                    }
                    if (HasAttribute(block, AttributeCategory.Pull))
                    {
                        for (var pullPosition = position - impactDisplacement; m_logicGameManager.InMap(pullPosition); pullPosition -= impactDisplacement)
                        {
                            var pullBlocks = m_logicGameManager.Map[pullPosition.x, pullPosition.y];
                            var hasPull    = false;
                            foreach (var pullBlock in pullBlocks)
                            {
                                if (HasAttribute(pullBlock, AttributeCategory.Pull))
                                {
                                    impactBlocks[pullBlock] = impactBlocks.GetOrDefault(pullBlock, 0) | impactDirection;
                                    hasPull = true;
                                }
                            }
                            if (!hasPull)
                            {
                                break;
                            }
                        }
                    }
                }
            }

            for (var position = positiveEndPosition - scanDisplacement; position != negativeEndPosition; position -= scanDisplacement)
            {
                var blocks = m_logicGameManager.Map[position.x, position.y];
                foreach (var block in blocks)
                {
                    if (impactBlocks.GetOrDefault(block, 0) == 3)
                    {
                        impactBlocks[block] = 0;
                    }
                }
            }

            HandlePreMove(impactBlocks, scanDisplacement, tickCommands);

            {
                var stopPosition = positiveEndPosition - scanDisplacement;
                {
                    var blocks = m_logicGameManager.Map[stopPosition.x, stopPosition.y];
                    foreach (var block in blocks)
                    {
                        var impact = 0;
                        if (impactBlocks.TryGetValue(block, out impact))
                        {
                            impactBlocks[block] &= ~1;
                        }
                    }
                }
            }
            {
                var stopPosition = negativeEndPosition + scanDisplacement;
                {
                    var blocks = m_logicGameManager.Map[stopPosition.x, stopPosition.y];
                    foreach (var block in blocks)
                    {
                        var impact = 0;
                        if (impactBlocks.TryGetValue(block, out impact))
                        {
                            impactBlocks[block] &= ~2;
                        }
                    }
                }
            }
            for (var position = positiveEndPosition - scanDisplacement; position != negativeEndPosition + scanDisplacement; position -= scanDisplacement)
            {
                var hasStop = false;
                {
                    var blocks = m_logicGameManager.Map[position.x, position.y];
                    foreach (var block in blocks)
                    {
                        if (HasAttribute(block, AttributeCategory.Stop) || HasAttribute(block, AttributeCategory.Pull) || HasAttribute(block, AttributeCategory.Push))
                        {
                            if (impactBlocks.GetOrDefault(block, 0) != 1)
                            {
                                hasStop = true;
                                break;
                            }
                        }
                    }
                }
                if (hasStop)
                {
                    var stopPosition = position - scanDisplacement;
                    {
                        var blocks = m_logicGameManager.Map[stopPosition.x, stopPosition.y];
                        foreach (var block in blocks)
                        {
                            var impact = 0;
                            if (impactBlocks.TryGetValue(block, out impact))
                            {
                                impactBlocks[block] &= ~1;
                            }
                        }
                    }
                }
            }
            for (var position = negativeEndPosition + scanDisplacement; position != positiveEndPosition - scanDisplacement; position += scanDisplacement)
            {
                var hasStop = false;
                {
                    var blocks = m_logicGameManager.Map[position.x, position.y];
                    foreach (var block in blocks)
                    {
                        if (HasAttribute(block, AttributeCategory.Stop) || HasAttribute(block, AttributeCategory.Pull) || HasAttribute(block, AttributeCategory.Push))
                        {
                            if (impactBlocks.GetOrDefault(block, 0) != 2)
                            {
                                hasStop = true;
                                break;
                            }
                        }
                    }
                }
                if (hasStop)
                {
                    var stopPosition = position + scanDisplacement;
                    {
                        var blocks = m_logicGameManager.Map[stopPosition.x, stopPosition.y];
                        foreach (var block in blocks)
                        {
                            var impact = 0;
                            if (impactBlocks.TryGetValue(block, out impact))
                            {
                                impactBlocks[block] &= ~2;
                            }
                        }
                    }
                }
            }

            foreach (var impactBlockPair in impactBlocks)
            {
                var block  = impactBlockPair.Key;
                var impact = impactBlockPair.Value;

                if (canBounce)
                {
                    if (HasAttribute(block, AttributeCategory.Move) && impact == 0)
                    {
                        block.direction = DirectionUtils.GetOppositeDirection(block.direction);
                    }
                }
                else
                {
                    if (impact == 1)
                    {
                        PerformMoveBlockCommand(block, scanDirection, 1, tickCommands);
                    }
                    else if (impact == 2)
                    {
                        PerformMoveBlockCommand(block, DirectionUtils.GetOppositeDirection(scanDirection), 1, tickCommands);
                    }
                }
            }

            DictionaryPool <Block, int> .Release(impactBlocks);
        }