// return the direction the two curves share, or -1 if they don't share one or overlap public static int getSharedDirection(TurnLightsModel m1, TurnLightsModel m2) { if (m1.direction1 == m2.direction2) { return m1.direction1; } else if (m1.direction2 == m2.direction1) { return m1.direction2; } else { return -1; } }
// return the direction the two curves share, or -1 if they don't share one or overlap public static int getSharedDirection(TurnLightsModel m1, TurnLightsModel m2) { if (m1.direction1 == m2.direction2) { return(m1.direction1); } else if (m1.direction2 == m2.direction1) { return(m1.direction2); } else { return(-1); } }
public void addTurn(int rotation) { if (turnCount == 0) { turnObj = GameObject.CreatePrimitive(PrimitiveType.Quad); turnObj.layer = LayerMask.NameToLayer("Lights"); turnMod = turnObj.AddComponent<TurnLightsModel>(); turnMod.init(this, rotation); turnCount++; } // else if (turnCount == 1) { // turnObj2 = GameObject.CreatePrimitive(PrimitiveType.Quad); // turnObj2.layer = LayerMask.NameToLayer("Lights"); // turnMod2 = turnObj2.AddComponent<TurnLightsModel>(); // turnMod2.init(this, rotation); // turnMod2.setActive(!turnMod.isActive()); // turnCount++; // } else { print("No more than one turn signal per tile."); } }
public void addTurn(int rotation) { if (turnCount == 0) { turnObj = GameObject.CreatePrimitive(PrimitiveType.Quad); turnObj.layer = LayerMask.NameToLayer("Lights"); turnMod = turnObj.AddComponent <TurnLightsModel>(); turnMod.init(this, rotation); turnCount++; } // else if (turnCount == 1) { // turnObj2 = GameObject.CreatePrimitive(PrimitiveType.Quad); // turnObj2.layer = LayerMask.NameToLayer("Lights"); // turnMod2 = turnObj2.AddComponent<TurnLightsModel>(); // turnMod2.init(this, rotation); // turnMod2.setActive(!turnMod.isActive()); // turnCount++; // } else { print("No more than one turn signal per tile."); } }