Example #1
0
    bool CreateArmor(int x, int y)
    {
        if (map.GetBlock(x, y) != null)
        {
            return(false);
        }

        Block[] blocks = new Block[4];

        blocks[0] = map.GetBlock(x - 1, y);
        blocks[1] = map.GetBlock(x + 1, y);
        blocks[2] = map.GetBlock(x, y - 1);
        blocks[3] = map.GetBlock(x, y + 1);

        if (blocks[0] == null && blocks[1] == null && blocks[2] == null && blocks[3] == null)
        {
            return(false);
        }

        Vector3 pos = transform.TransformPoint(new Vector3(x, y, 0.0f));

        GameObject tobj = (GameObject)Instantiate(ArmorPrefab, pos, GetComponent <Rigidbody2D>().transform.rotation);

        tobj.transform.parent = transform;

        GameObject NewArmor = (GameObject)tobj;

        Armor armor = NewArmor.GetComponent <Armor>();

        bool createsuccess = map.AddBlock(x, y, armor);

        if (!createsuccess)
        {
            throw null;
        }

        /*
         * foreach (Block block in blocks)
         * {
         *  if (block == null)
         *      continue;
         *
         *  float mx = block.transform.position.x + pos.x; mx /= 2;
         *  float my = block.transform.position.y + pos.y; my /= 2;
         *  float mz = block.transform.position.z + pos.z; mz /= 2;
         *
         *
         *
         *
         *  GameObject NewEdge = (GameObject)Instantiate(EdgePrefab, new Vector3(mx, my, mz), quat);
         *
         *  var armorscript = NewArmor.GetComponent<Armor>();
         *  var edgeblocks = NewEdge.GetComponent<Edge>();
         *  NewEdge.GetComponent<Edge>().AddBlock(block);
         *  NewEdge.GetComponent<Edge>().AddBlock(NewArmor.GetComponent<Armor>());
         *  HingeJoint2D[] hinges = NewEdge.GetComponents<HingeJoint2D>();
         *  Debug.Log(hinges.ToString());
         *  //hinges[1].connectedBody = NewArmor.GetComponent<Rigidbody2D>();
         *  //hinges[0].connectedBody = block.GetComponent<Rigidbody2D>();
         *  //Debug.Log (hinges[1].connectedBody.ToString());
         *
         *  map.Rebuild(this);
         *  Debug.Log(map.BlockCount);
         *  //edgehinge.
         *
         * }
         */
        return(true);
    }