Example #1
0
 bool DownSolid(int dice, Pointer temp)
 {
     if (DiceRull.isTop(dice))
     {
         temp.y--;
         if (temp.y <= 0)
         {
             return(false);
         }
         if (GetRoomType(temp) == 0)
         {
             return(true);
         }
     }
     return(false);
 }
Example #2
0
 bool RightSolid(int dice, Pointer temp)
 {
     if (DiceRull.isRight(dice))
     {
         temp.x++;
         if (temp.x >= m_MapSize.x)
         {
             return(false);
         }
         if (GetRoomType(temp) == 0)
         {
             return(true);
         }
     }
     return(false);
 }
Example #3
0
 bool TopSolid(int dice, Pointer temp)
 {
     if (DiceRull.isDown(dice))
     {
         temp.y++;
         if (temp.y >= m_MapSize.y)
         {
             return(false);
         }
         if (GetRoomType(temp) == 0)
         {
             return(true);
         }
     }
     return(false);
 }
Example #4
0
 bool LeftSolid(int dice, Pointer temp)
 {
     if (DiceRull.isLeft(dice))
     {
         temp.x--;
         if (temp.x <= 0)
         {
             return(false);
         }
         if (GetRoomType(temp) == 0)
         {
             return(true);
         }
     }
     return(false);
 }
Example #5
0
        Pointer CalcuDiceRull(Pointer index, int dice)
        {
            if (DiceRull.isTop(dice) && DownSolid(dice, index) == false)
            {
                return(index);
            }
            if (DiceRull.isDown(dice) && TopSolid(dice, index) == false)
            {
                return(index);
            }
            if (DiceRull.isRight(dice) && RightSolid(dice, index) == false)
            {
                return(index);
            }
            if (DiceRull.isLeft(dice) && LeftSolid(dice, index) == false)
            {
                return(index);
            }

            //if (LeftNotSolid(dice, index) || RightNotSolid(dice, index)
            //    || DownNotSolid(dice, index) || TopNotSolid(dice, index))
            //    return index;

            Pointer nextRoom = index;

            Debug.Log("dice : " + dice);
            if (DiceRull.isTop(dice))
            {
                Pointer it = nextRoom;

                //위에서 2번이 연속으로 배치할경우 현재방의 십자형태로 룸을 바꿔준다
                if (GetRoomType(it) == (int)eRoomType.UpperTop)
                {
                    bool result;
                    do
                    {
                        result = SearchUpperDown(ref it);
                        if (result)
                        {
                            it.y++;
                        }
                    } while(result);
                }
                else
                {
                    SetRoomType(nextRoom, eRoomType.UpperDown);
                }

                nextRoom.y--;
                SetRoomType(nextRoom, eRoomType.UpperTop);

                return(nextRoom);
            }

            else if (DiceRull.isDown(dice))
            {
                Pointer temp = nextRoom;
                temp.y--;
                //위에서 2번이 연속으로 배치할경우 현재방의 십자형태로 룸을 바꿔준다
                if (temp.y >= 0 && GetRoomType(temp) == (int)eRoomType.UnderDown)
                {
                    SetRoomType(nextRoom, eRoomType.UnderCross);
                }
                else
                {
                    SetRoomType(nextRoom, eRoomType.UnderDown);
                }

                nextRoom.y++;
                SetRoomType(nextRoom, eRoomType.UnderTop);

                return(nextRoom);
            }
            else if (DiceRull.isLeft(dice))
            {
                nextRoom.x--;
                SetRoomType(nextRoom, eRoomType.LeftRight);
            }
            else if (DiceRull.isRight(dice))
            {
                nextRoom.x++;
                SetRoomType(nextRoom, eRoomType.LeftRight);
            }

            return(nextRoom);
        }