Example #1
0
    void OnPress(bool isPressed)
    {
        if (NumberOfTruckOnTop > 0)
        {
            return;
        }
        if (numberOfComingTrucks > 0)
        {
            return;
        }
        if (freeze)
        {
            return;
        }
        if (!isPressed)
        {
            return;
        }
        if (!isClickable)
        {
            return;
        }

        switch (TypeOfRotation)
        {
        case RoadRotationType.Green:
            myAnimator.SetBool("Next", true);
            StartingGreenRotation = StartingGreenRotation.Next();
            _direction            = StartingGreenRotation.toRoadDirection();
            break;

        case RoadRotationType.Blue:
            myAnimator.SetBool("Next", true);
            StartingGreenRotation = StartingGreenRotation.Next();
            StartingBlueRotation  = StartingGreenRotation.GreenToBlue();
            _direction            = StartingBlueRotation.toRoadDirection();
            break;

        case RoadRotationType.Purple:
            roadStartingPurple = roadStartingPurple.NextPurpleCardinalPoint(roadAnchorPurple, ref purpleDirection);
            direction          = RoadDirectionExtensions.ComposeRoadDirection(roadAnchorPurple, roadStartingPurple);
            TurnOffAllSprites();
            if (direction == RoadDirection.EW || direction == RoadDirection.NS)
            {
                RecalculateSprites(RoadDirectionExtensions.ComposeRoadDirection(roadAnchorPurple, roadStartingPurple.NextPurpleCardinalPoint(roadAnchorPurple, ref purpleDirection)));
            }
            break;

        case RoadRotationType.Gold:
            direction = possibleGoldRotations[0];
            possibleGoldRotations.RemoveAt(0);
            possibleGoldRotations.Add(direction);
            RecalculateSprites();
            break;

        default:
            break;
        }
    }
Example #2
0
    /// <summary>
    /// Initializes the starting position of the animator if the road is Clickable
    /// and other things
    /// </summary>
    void InitializeAnimator()
    {
        TurnOffAllSprites();
        if (!isClickable || myAnimator == null)
        {
            return;
        }
        switch (TypeOfRotation)
        {
        case RoadRotationType.Green:
            _direction = StartingGreenRotation.toRoadDirection();
            ChangeVisuals(RoadDirection.NE);
            if (myAnimator.GetCurrentAnimatorStateInfo(0).IsName("90_" + greenDirtoString(StartingGreenRotation) + "_state"))
            {
                break;
            }
            myAnimator.SetBool("NoAnim", true);
            myAnimator.SetBool("GoTo" + greenDirtoString(StartingGreenRotation), true);


            break;

        case RoadRotationType.Blue:
            _direction            = StartingBlueRotation.toRoadDirection();
            StartingGreenRotation = StartingBlueRotation.BlueToGreen();
            ChangeVisuals(RoadDirection.EW);
            if (myAnimator.GetCurrentAnimatorStateInfo(0).IsName("90_" + greenDirtoString(StartingBlueRotation.BlueToGreen()) + "_State"))
            {
                break;
            }
            myAnimator.SetBool("NoAnim", true);
            myAnimator.SetBool("GoTo" + greenDirtoString(StartingBlueRotation.BlueToGreen()), true);
            break;

        case RoadRotationType.Purple:
            //This is "not" animator, but it's an initializatin needed for Purple type of clickable roads
            if (roadAnchorPurple == roadStartingPurple)
            {
                roadStartingPurple = roadStartingPurple.NextPurpleCardinalPoint(roadAnchorPurple, ref purpleDirection);
            }
            direction = RoadDirectionExtensions.ComposeRoadDirection(roadAnchorPurple, roadStartingPurple);
            RecalculateSprites(RoadDirectionExtensions.ComposeRoadDirection(roadAnchorPurple, roadStartingPurple.NextPurpleCardinalPoint(roadAnchorPurple, ref purpleDirection)));
            break;

        case RoadRotationType.Gold:

            direction = possibleGoldRotations[0];
            possibleGoldRotations.RemoveAt(0);
            possibleGoldRotations.Add(direction);
            RecalculateSprites();
            break;

        default:
            break;
        }
    }