Exemple #1
0
    public Image debugImage; //just for now



    // Use this for initialization
    protected virtual void Start()
    {
        heightCorrector                = currentAssignedGridPlane.transform.up;
        heightCorrector               *= transform.localScale.y / 2;
        transform.position             = currentAssignedGridPlane.transform.position + heightCorrector;
        currentAssignedGridPlane.taken = true;

        movementState   = BlockMovementState.Default;
        rotate          = false;
        desiredRotation = transform.localRotation;
        degreesToRotate = 90;

        #region  or laserInputUpdate
        inputLasers = LaserManager.Instance.GetInputLasers(this);

        activeLasersLastFrame = new bool[laserInputs.Length];
        imagesLastFrame       = new Texture2D[laserInputs.Length];

        for (int i = 0; i < laserInputs.Length; i++)
        {
            activeLasersLastFrame[i] = laserInputs[i].active;
            if (laserInputs[i].inputLaser != null)
            {
                imagesLastFrame[i] = laserInputs[i].inputLaser.image;
            }
            else
            {
                imagesLastFrame[i] = null;
            }
        }
        #endregion
    }
Exemple #2
0
 void PerformSnapToPosition()
 {
     if (currentAssignedGridPlane.transform.position + heightCorrector != transform.position)
     {
         transform.position = Vector3.Lerp(transform.position, (currentAssignedGridPlane.transform.position + heightCorrector), PlayerController.Instance.blockSnappingSpeed * Time.deltaTime);
         //if we change planes
         // transform.up = Vector3.Lerp(transform.up, currentAssignedGridPlane.transform.up, PlayerController.Instance.blockSnappingSpeed * Time.deltaTime);
     }
     else
     {
         movementState = BlockMovementState.Default;
     }
 }
Exemple #3
0
    //diese Funktion sorgt dafür dass unser Block nach der bewegung shön weich landed
    public void SnapToPosition(GridPlane gridPlane)
    {
        movementState = BlockMovementState.Dropping;
        if (currentAssignedGridPlane != null)
        {
            currentAssignedGridPlane.taken = false;
        }
        //transform.position = gridPlane.transform.position + new Vector3(0, 0.5f, 0);
        currentAssignedGridPlane       = gridPlane;
        currentAssignedGridPlane.taken = true;

        heightCorrector  = currentAssignedGridPlane.transform.up;
        heightCorrector *= transform.localScale.y / 2;
    }
Exemple #4
0
 //Diese funktion sorgt dafür, dass unser Object sich schön smooth von seimem GridPlane zu unserem Finger bewegt, wenn wir ihn bewegen wollen und dass es in der luft ebenfalls schön smooth fliegt
 public void SetMovePosition(Vector3 position)
 {
     targetDragPosition = position;
     movementState      = BlockMovementState.Moving;
 }