public void SetActiveColor() { if (Input.GetKeyDown(KeyCode.Alpha1)) //Red { activeColor = (Block.BlockColor) 1; } if (Input.GetKeyDown(KeyCode.Alpha2)) //Blue { activeColor = (Block.BlockColor) 2; } if (Input.GetKeyDown(KeyCode.Alpha3)) //Magenta { activeColor = (Block.BlockColor) 3; } if (Input.GetKeyDown(KeyCode.Alpha4)) //Green { activeColor = (Block.BlockColor) 4; } if (Input.GetKeyDown(KeyCode.Alpha5)) //Yellow { activeColor = (Block.BlockColor) 5; } if (Input.GetKeyDown(KeyCode.Alpha6)) //Cyan { activeColor = (Block.BlockColor) 6; } Cursor.SetCursor(cursorTextures[(int)activeColor - 1], Vector2.zero, CursorMode.Auto); }
public Sprite SetRandomColor(BoardPosition boardPosition) { Block.BlockColor randomColor = (Block.BlockColor)Random.Range(0, Enum.GetValues(typeof(Block.BlockColor)).Length); boardPosition.blockColor = randomColor; return(blockSprites[boardPosition.blockType][randomColor]); }
void updateStateRectangle(int row, int column, Block.BlockColor color) { var propogate_val = -1; for (var i = row; i < R; i++) { var val = state [color] [i - 1] [column]; if (state [color] [i][column] > 0) { if (propogate_val > 0) { state [color] [i] [column] += propogate_val; propogate_val = -1; } else { state [color] [i] [column] += val; } } else if (state [color] [i][column] < 0 && propogate_val < 0) { propogate_val = val; continue; } } }
// Start is called before the first frame update public void Start() { activeColor = (Block.BlockColor)Random.Range(1, (int)Block.BlockColor.Size); musicObj = gameObject.GetComponentInChildren <ColorToMusic>(); Cursor.SetCursor(cursorTextures[(int)activeColor - 1], Vector2.zero, CursorMode.Auto); painting = Resources.Load <AudioClip>("Sounds/Painting"); wrongColor = Resources.Load <AudioClip>("Sounds/WrongColor"); }
public static Block.BlockColor UpdateColor(int probability) { Block.BlockColor newColor = new Block.BlockColor(); if (Random.Range(1, probability) == 2) { newColor = (Block.BlockColor)Random.Range(0, (int)Block.BlockColor.Size); } return(newColor); }
Color EnumToColor(Block.BlockColor _color) { Color color = new Color(); switch (_color) { case Block.BlockColor.Clear: color = Color.white; color.a = 0; break; case Block.BlockColor.Red: color = Color.red; break; case Block.BlockColor.Blue: color = Color.blue; break; case Block.BlockColor.Yellow: color = Color.yellow; break; case Block.BlockColor.Green: color = Color.green; break; case Block.BlockColor.Cyan: color = Color.cyan; break; case Block.BlockColor.Magenta: color = Color.magenta; break; default: Debug.LogError("Error : Enum does not exist!"); break; } return(color); }
public static Block.BlockColor[,] GenerateColors(List <int> rankedProbabilities, Block.BlockColor[,] initialGrid = null) //generat ranked probs { Block.BlockColor[,] colors; int enumSize = (int)Block.BlockColor.Size; if (initialGrid == null) { colors = new Block.BlockColor[10, 10]; for (int i = 0; i < 10; i++) { for (int j = 0; j < 10; j++) { colors[i, j] = (Block.BlockColor)Random.Range(0, enumSize); } } } else { colors = initialGrid; } for (int i = 0; i < 10; i++) { for (int j = 0; j < 10; j++) { if (Random.Range(1, rankedProbabilities[(int)colors[i, j]]) != 1) { colors[i, j] = Block.BlockColor.Clear; } if (colors[i, j] == Block.BlockColor.Clear) { colors[i, j] = UpdateColor(rankedProbabilities[0]); } } } return(colors); }
static Color convertColor(Block.BlockColor c) { switch (c) { case Block.BlockColor.RED: return(Color.red); case Block.BlockColor.BLUE: return(Color.blue); case Block.BlockColor.GREEN: return(Color.green); case Block.BlockColor.ORANGE: return(Color.magenta); case Block.BlockColor.YELLOW: return(Color.yellow); default: return(Color.grey); } }
public void SetButtonPressColor(int button) { activeColor = (Block.BlockColor)button; }
public void SetTri(Block.BlockColor color, int row, int column, int rotation) { colorState [(int)color].setBit(true, row, column); }
// Get block sprite with specific color and type public Sprite GetBlockSprite(Block.BlockType blockType, Block.BlockColor blockColor) { return(blockSprites[blockType][blockColor]); }