// Use this for initialization void Start() { //ends = 2; //rotations = 0; pieceName = "Two Door Hallway"; //Set endsUsed relative to what ends are being used //NOTE- Exact values are not being used because sometimes they do not register exact values (DONT KNOW WHY-TRIED TO FIX FOR HOURS) endsUsed = new bool[4]; if (this.gameObject.transform.eulerAngles.y >= 85 && this.gameObject.transform.eulerAngles.y <= 95) { endsUsed [0] = true; endsUsed [1] = false; endsUsed [2] = true; endsUsed [3] = false; } else { endsUsed [0] = false; endsUsed [1] = true; endsUsed [2] = false; endsUsed [3] = true; } int curRow, curColumn; curRow = InstantiateBlocks.getCurRow(this.gameObject.transform.position); curColumn = InstantiateBlocks.getCurColumn(this.gameObject.transform.position); if (curRow != -1 && curRow != InstantiateBlocks.getRows() && curColumn != -1 && curColumn != InstantiateBlocks.getColumns()) { InstantiateBlocks.getAllBlocks() [curRow, curColumn].GetComponent <Block> ().setEnds(endsUsed [0], endsUsed [1], endsUsed [2], endsUsed [3]); InstantiateBlocks.getAllBlocks() [curRow, curColumn].GetComponent <Block> ().setUsed(true); } }
// Use this for initialization void Start() { blocks = InstantiateBlocks.getAllBlocks(); rows = InstantiateBlocks.getRows(); columns = InstantiateBlocks.getColumns(); curRow = InstantiateBlocks.getCurRow(GetComponentInParent <Block> ().gameObject.transform.position); curColumn = InstantiateBlocks.getCurColumn(GetComponentInParent <Block> ().gameObject.transform.position); }
// Use this for initialization void Start() { //ends = 4; //rotations = 0; pieceName = "Four Door Hallway"; //Set endsUsed relative to what ends are being used //NOTE- Exact values are not being used because sometimes they do not register exact values (DONT KNOW WHY-TRIED TO FIX FOR HOURS) endsUsed = new bool[4]; endsUsed [0] = true; endsUsed [1] = true; endsUsed [2] = true; endsUsed [3] = true; int curRow, curColumn; curRow = InstantiateBlocks.getCurRow(this.gameObject.transform.position); curColumn = InstantiateBlocks.getCurColumn(this.gameObject.transform.position); InstantiateBlocks.getAllBlocks() [curRow, curColumn].GetComponent <Block> ().setEnds(endsUsed[0], endsUsed[1], endsUsed[2], endsUsed[3]); InstantiateBlocks.getAllBlocks() [curRow, curColumn].GetComponent <Block> ().setUsed(true); }
void checkAvailability() { int refRow, refColumn; //reference row and column of reference block refRow = InstantiateBlocks.getCurRow(); //refRow to currentRow refColumn = InstantiateBlocks.getCurColumn(); //refColumn to currentColumn GameObject[,] blocks = InstantiateBlocks.getAllBlocks(); //If we are at northend, refrow is one up if (selectedTarget.name.Equals("NorthEnd")) { refRow--; roomNum = 0; } else if (selectedTarget.name.Equals("EastEnd")) { //If we are at northend, refrow is one up refColumn++; roomNum = 3; } else if (selectedTarget.name.Equals("SouthEnd")) { //If we are at southend, refrow is one down refRow++; roomNum = 2; } else if (selectedTarget.name.Equals("WestEnd")) { //If we are at westend, refcol is one left refColumn--; roomNum = 1; } refBlock = blocks [refRow, refColumn]; possibilities = InstantiateBlocks.checkAvailability(refRow, refColumn); //Set possibilities to available possibilities for (int i = 0; i < possibilities.Length; i++) { Debug.Log(possibilities [i]); } }