/*private void SetNeighbours(int startingCircleNeighbourDirection) * { * // 0-top, 1-right, 2-bottom, 3-left * * // if there's no neighobur in that direction, then set it. Otherwise don't * if (!startingCircleScript.GetNeighbour(startingCircleNeighbourDirection)) * { * startingCircleScript.SetNeighbour(startingCircleNeighbourDirection); * endingCircleScript.SetNeighbour((startingCircleNeighbourDirection + 2) % 4); * } * else * { * throw new System.ArgumentException("invalid neighbour"); * } * }*/ private void MarkBiscuitsSide(float lineX, float lineY, bool lineIsRotated) { biscuitMatrix = createBiscuit.GetBiscuitMatrix(); int top = 0, right = 1, bottom = 2, left = 3; if (lineIsRotated) // the squares are left-right neighbours { float y = lineY; float xOfFirstSquare = lineX - 0.5f; float xOfSecondSquare = lineX + 0.5f; biscuitMatrix.SetLine(xOfFirstSquare, y, right); CheckForSquare(xOfFirstSquare, y); biscuitMatrix.SetLine(xOfSecondSquare, y, left); CheckForSquare(xOfSecondSquare, y); } else // the squares are top-bottom neighbours { float x = lineX; float yOfFirstSquare = lineY - 0.5f; float yOfSecondSquare = lineY + 0.5f; biscuitMatrix.SetLine(x, yOfFirstSquare, top); CheckForSquare(x, yOfFirstSquare); biscuitMatrix.SetLine(x, yOfSecondSquare, bottom); CheckForSquare(x, yOfSecondSquare); } }
public GameObject CreateBiscuit(int height, SmartFox sfsReference) { if (sfsReference != null) { sfs = sfsReference; sfs.AddEventListener(SFSEvent.EXTENSION_RESPONSE, OnExtensionResponse); } float x = 10f; // the middle of the screen on the x axis float y = 8 + height / 2; // 16 is the highest point on the y axis of the camera, so the biscuit matrix will start from the middle of it( 16/2 =8) with an offset of the given height/2 heightLevel = 0; maxHeightLevel = height; References = new List <GameObject>(); biscuitContainer = Instantiate(biscuitParent) as GameObject; biscuitContainer.transform.position = new Vector3(10f, 8f, 0);// in the middle of the screen biscuitMatrix = biscuitContainer.GetComponent <BiscuitMatrix>(); References.Add(biscuitContainer); while (heightLevel <= maxHeightLevel / 2) { PlaceBiscuit(x, y); heightLevel++; } return(biscuitContainer); }