Example #1
0
    void Update()
    {
        if (selectedPiece != null)
        {
            RectTransform rect = selectedPiece.rect.parent.GetComponent <RectTransform>();
            Vector2       nPos = Vector2.zero;
            RectTransformUtility.ScreenPointToLocalPointInRectangle(rect, Input.mousePosition, canvas.worldCamera, out nPos);
            //selectedPiece.rect.anchoredPosition = nPos;
            selectBox.position = selectedPiece.rect.position;

            //becaus the anchor preset of the piece is top Left ,so need to  minus (board width /2) 因為珠子的錨點在左上角所以要減去盤面的一半
            float   disX = nPos.x + rect.sizeDelta.x / 2 - startPos.x;
            float   disY = nPos.y - rect.sizeDelta.y / 2 - startPos.y;
            Vector2 dir  = ((Vector2)Input.mousePosition - mouseStart);
            Vector2 nDir = dir.normalized;
            Vector2 aDir = new Vector2(Mathf.Abs(dir.x), Mathf.Abs(dir.y));
            if (dir.magnitude > 32 && cDir == 0)
            {
                if (aDir.x > aDir.y)
                {
                    cDir = 1;
                }
                else if (aDir.y > aDir.x)
                {
                    cDir = 2;
                }
            }
            // else if(dir.magnitude < 32)
            //     cDir = 0;

            //avoid piece cross over the board 避免拉超過盤面 每個位置上的珠子都只能拉到最旁邊為止
            switch (selectedPiece.index.x)
            {
            //
            //  45678 ←index
            //4 XXXXX
            //5 XXXXX
            //6 XXXXX ←board
            //7 XXXXX
            //8 XXXXX

            //most left
            case 4:
            {
                //because the size of piece is 64x64
                if (disX > 64 * 4)
                {
                    disX = 64 * 4;
                }
                else if (disX < 0)
                {
                    disX = 0;
                }
                break;
            }

            //
            case 5:
            {
                if (disX > 64 * 3)
                {
                    disX = 64 * 3;
                }
                else if (disX < -64 * 1)
                {
                    disX = -64 * 1;
                }

                break;
            }

            // middle
            case 6:
            {
                if (disX > 64 * 2)
                {
                    disX = 64 * 2;
                }
                else if (disX < -64 * 2)
                {
                    disX = -64 * 2;
                }
                break;
            }

            case 7:
            {
                if (disX > 64 * 1)
                {
                    disX = 64 * 1;
                }
                else if (disX < -64 * 3)
                {
                    disX = -64 * 3;
                }
                break;
            }

            //most right
            case 8:
            {
                if (disX > 0)
                {
                    disX = 0;
                }
                else if (disX < -64 * 4)
                {
                    disX = -64 * 4;
                }
                break;
            }
            }

            switch (selectedPiece.index.y)
            {
            case 4:
            {
                if (disY > 0)
                {
                    disY = 0;
                }
                else if (disY < -64 * 4)
                {
                    disY = -64 * 4;
                }
                break;
            }

            case 5:
            {
                if (disY > 64 * 1)
                {
                    disY = 64 * 1;
                }
                else if (disY < -64 * 3)
                {
                    disY = -64 * 3;
                }
                break;
            }

            case 6:
            {
                if (disY > 64 * 2)
                {
                    disY = 64 * 2;
                }
                else if (disY < -64 * 2)
                {
                    disY = -64 * 2;
                }
                break;
            }

            case 7:
            {
                if (disY > 64 * 3)
                {
                    disY = 64 * 3;
                }
                else if (disY < -64 * 1)
                {
                    disY = -64 * 1;
                }
                break;
            }

            case 8:
            {
                if (disY > 64 * 4)
                {
                    disY = 64 * 4;
                }
                else if (disY < 0)
                {
                    disY = 0;
                }
                break;
            }
            }

            if (disX > 0)
            {
                disX = disX + 32;
            }
            else if (disX < 0)
            {
                disX = disX - 32;
            }

            if (disY > 0)
            {
                disY = disY + 32;
            }
            else if (disY < 0)
            {
                disY = disY - 32;
            }

            if (Mathf.Abs((int)((disX) / 63)) > 0 || Mathf.Abs((int)((disY) / 63)) > 0)
            {
                StateManager.Instance.state = StateManager.State.turning;
            }

            verticalSelectLine.gameObject.SetActive(false);
            horizontalSelectLine.gameObject.SetActive(false);

            switch (cDir)
            {
            case 1:
            {
                horizontalSelectLine.gameObject.SetActive(true);
                horizontalSelectLine.position = new Vector2(horizontalSelectLine.position.x, selectedPiece.rect.position.y);
                moving = game.getNodePiecesFromTheSameLineX(selectedPiece);
                foreach (NodePiece piece in moving)
                {
                    Vector2 pos = Vector2.right * (int)((disX) / 63) * 64;
                    moveAmount = (int)((disX) / 63);
                    piece.MovePositionTo(game.getPositionFromPoint(piece.index) + pos, 30f);
                }
                break;
            }

            case 2:
            {
                verticalSelectLine.gameObject.SetActive(true);
                verticalSelectLine.position = new Vector2(selectedPiece.rect.position.x, verticalSelectLine.position.y);
                moving = game.getNodePiecesFromTheSameLineY(selectedPiece);
                foreach (NodePiece piece in moving)
                {
                    Vector2 pos = Vector2.up * (int)((disY) / 63) * 64;
                    moveAmount = -(int)((disY) / 63);
                    piece.MovePositionTo(game.getPositionFromPoint(piece.index) + pos, 20f);
                }
                break;
            }
            }
        }
    }