public void RotateLayerCCW(ELayer aLayer) { var layer = this[aLayer]; this[aLayer] = layer.RotateCCW(); StartCoroutine(RotateLayer(layer, 90f, 4f)); }
protected override void Initialize() { lower = new List <Tile>(); middle = new List <Tile>(); top = new List <Tile>(); currentLayer = ELayer.MIDDLE; this.IsMouseVisible = true; base.Initialize(); controller = new ControllerForm(this); controller.Show(); selector = new Selector(this); loadNew(); }
public void RotateLayer(ELayer aLayer, bool aClockwise) { // THE FOLLOWING IS COMMENTED OUT BECAUSE WE DO NOT WANT DUMMY CUBES TO CHANGE (not elegant, but works) // // Preventing touch interference // if (m_Rotating || // largeCollider.GetComponent<MultiTouchRubiksRotate>().m_largeRotating // //|| !largeCollider.GetComponent<MultiTouchRubiksRotate>().startedOnCube // ) // { // return; // } // if (aClockwise) // RotateLayerCW(aLayer); // else // RotateLayerCCW(aLayer); }
public void RotateLayer(ELayer aLayer, bool aClockwise) { // Preventing touch interference, // ... BUT we DO want rotation to occur if outside master cube is forcing it. if (m_Rotating || (largeCollider.GetComponent <MultiTouchRubiksRotate>().m_largeRotating&& !masterRotating) ) { return; } if (aClockwise) { RotateLayerCW(aLayer); } else { RotateLayerCCW(aLayer); } }
public void setLayer(ELayer layer) { Game1.setLayer(layer); if (Game1.selector != null) { Game1.selector.setSelected(null); } switch (layer) { case ELayer.LOWER: btnLow.BackColor = Color.Orange; btnMiddle.BackColor = Color.LightSlateGray; btnTop.BackColor = Color.LightSlateGray; btnEnemy.Enabled = false; btnProp.Enabled = false; btnFan.Enabled = false; break; case ELayer.MIDDLE: btnLow.BackColor = Color.LightSlateGray; btnMiddle.BackColor = Color.Orange; btnTop.BackColor = Color.LightSlateGray; btnEnemy.Enabled = true; btnProp.Enabled = true; btnFan.Enabled = true; break; case ELayer.TOP: btnLow.BackColor = Color.LightSlateGray; btnMiddle.BackColor = Color.LightSlateGray; btnTop.BackColor = Color.Orange; btnEnemy.Enabled = false; btnProp.Enabled = false; btnFan.Enabled = false; break; } }
public static void setLayer(ELayer layer) { currentLayer = layer; }
public CubeLayer this[ELayer layer] { get { var c = Cubes; switch (layer) { default: // Old non-functional directions: case ELayer.F: return(new CubeLayer(c[10], c[0], c[9], c[18], c[19], c[20], c[11], c[2], c[1], Vector3.right)); //Vector3.forward case ELayer.R: return(new CubeLayer(c[14], c[2], c[11], c[20], c[23], c[26], c[17], c[8], c[5], Vector3.forward)); //-Vector3.right case ELayer.U: return(new CubeLayer(c[22], c[18], c[21], c[24], c[25], c[26], c[23], c[20], c[19], -Vector3.up)); case ELayer.L: return(new CubeLayer(c[12], c[6], c[15], c[24], c[21], c[18], c[9], c[0], c[3], -Vector3.forward)); //Vector3.right case ELayer.B: return(new CubeLayer(c[16], c[6], c[7], c[8], c[17], c[26], c[25], c[24], c[15], -Vector3.right)); //-Vector3.forward case ELayer.D: return(new CubeLayer(c[4], c[0], c[1], c[2], c[5], c[8], c[7], c[6], c[3], Vector3.up)); case ELayer.M: return(new CubeLayer(c[13], c[19], c[10], c[1], c[4], c[7], c[16], c[25], c[22], -Vector3.forward)); //Vector3.right case ELayer.E: return(new CubeLayer(c[13], c[9], c[10], c[11], c[14], c[17], c[16], c[15], c[12], Vector3.up)); case ELayer.S: return(new CubeLayer(c[13], c[3], c[12], c[21], c[22], c[23], c[14], c[5], c[4], Vector3.right)); //Vector3.forward } } set { var c = Cubes; var v = value; switch (layer) { case ELayer.F: c[10] = v.center; c[0] = v.c0; c[9] = v.c1; c[18] = v.c2; c[19] = v.c3; c[20] = v.c4; c[11] = v.c5; c[2] = v.c6; c[1] = v.c7; break; case ELayer.R: c[14] = v.center; c[2] = v.c0; c[11] = v.c1; c[20] = v.c2; c[23] = v.c3; c[26] = v.c4; c[17] = v.c5; c[8] = v.c6; c[5] = v.c7; break; case ELayer.U: c[22] = v.center; c[18] = v.c0; c[21] = v.c1; c[24] = v.c2; c[25] = v.c3; c[26] = v.c4; c[23] = v.c5; c[20] = v.c6; c[19] = v.c7; break; case ELayer.L: c[12] = v.center; c[6] = v.c0; c[15] = v.c1; c[24] = v.c2; c[21] = v.c3; c[18] = v.c4; c[9] = v.c5; c[0] = v.c6; c[3] = v.c7; break; case ELayer.B: c[16] = v.center; c[6] = v.c0; c[7] = v.c1; c[8] = v.c2; c[17] = v.c3; c[26] = v.c4; c[25] = v.c5; c[24] = v.c6; c[15] = v.c7; break; case ELayer.D: c[4] = v.center; c[0] = v.c0; c[1] = v.c1; c[2] = v.c2; c[5] = v.c3; c[8] = v.c4; c[7] = v.c5; c[6] = v.c6; c[3] = v.c7; break; case ELayer.M: c[13] = v.center; c[19] = v.c0; c[10] = v.c1; c[1] = v.c2; c[4] = v.c3; c[7] = v.c4; c[16] = v.c5; c[25] = v.c6; c[22] = v.c7; break; case ELayer.E: c[13] = v.center; c[9] = v.c0; c[10] = v.c1; c[11] = v.c2; c[14] = v.c3; c[17] = v.c4; c[16] = v.c5; c[15] = v.c6; c[12] = v.c7; break; case ELayer.S: c[13] = v.center; c[3] = v.c0; c[12] = v.c1; c[21] = v.c2; c[22] = v.c3; c[23] = v.c4; c[14] = v.c5; c[5] = v.c6; c[4] = v.c7; break; } } }