/**
  * Puede hacerse un metodo recursivo que verifique si todas las piezas estan conectadas
  * */
 public override bool CheckPressed()
 {
     Entity[] around = CubeHelper.GetEntitiesAround(this.transform.position);
     foreach (Entity e in around)
     {
         if (e is DigitalCube)
         {
             return(true);
         }
     }
     return(false);
 }
Exemple #2
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 private Vector3 HasFloorAround(Vector3 v)
 {
     Entity[] around = CubeHelper.GetEntitiesAround(v);
     foreach (Entity e in around)
     {
         if (e.transform.position != this.transform.position && IsWalkable(e))
         {
             return((e.transform.position - this.transform.position).normalized);
         }
     }
     return(Vector3.zero);
 }