Exemple #1
0
    /// <summary>
    /// 移動設定
    /// </summary>
    /// <param name="moveDir"></param>
    public void MoveSet(Direction.DirectionState moveDir)
    {
        if (state != WoodState.Nomal)
        {
            return;
        }

        if (moveDir == Direction.DirectionState.Up)
        {
            moveTargetPosition = transform.position + MoveY;
        }
        if (moveDir == Direction.DirectionState.Down)
        {
            moveTargetPosition = transform.position - MoveY;
        }
        if (moveDir == Direction.DirectionState.Right)
        {
            moveTargetPosition = transform.position + MoveX;
        }
        if (moveDir == Direction.DirectionState.Left)
        {
            moveTargetPosition = transform.position - MoveX;
        }

        state = WoodState.Moving;
    }
Exemple #2
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    /// <summary>
    /// プレイヤーの移動方向を取得し通過できるかを返す
    /// </summary>
    /// <param name="direction">プレイヤーの方向</param>
    /// <returns></returns>
    public bool IsCanPlayerMoveSelf(Direction.DirectionState direction)
    {
        if (nowPlayerEnterType == PlayerEnterType.None)
        {
            return(false);
        }

        if (nowPlayerEnterType == PlayerEnterType.All)
        {
            return(true);
        }

        if (nowPlayerEnterType == PlayerEnterType.VerticalOnly)
        {
            if (direction == Direction.DirectionState.Up ||
                direction == Direction.DirectionState.Down)
            {
                return(true);
            }
        }
        if (nowPlayerEnterType == PlayerEnterType.HorizontalOnly)
        {
            if (direction == Direction.DirectionState.Right ||
                direction == Direction.DirectionState.Left)
            {
                return(true);
            }
        }
        return(false);
    }
Exemple #3
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    public void AutoMoveStart(Direction.DirectionState dir)
    {
        //if (playerMode != PlayerMode.Nomal && playerMode != PlayerMode.Slashing)
        //    return;

        if (dir == Direction.DirectionState.Up)
        {
            moveTargetPosition = transform.position + moveY;
        }
        if (dir == Direction.DirectionState.Down)
        {
            moveTargetPosition = transform.position - moveY;
        }
        if (dir == Direction.DirectionState.Right)
        {
            moveTargetPosition = transform.position + moveX;
        }
        if (dir == Direction.DirectionState.Left)
        {
            moveTargetPosition = transform.position - moveX;
        }


        playerMode = PlayerMode.AutoMoving;
    }
Exemple #4
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 public bool IsPlayerEnterMapchip(Direction.DirectionState direction, Vector2 playerPoint)
 {
     if (direction == Direction.DirectionState.Up)//上方向の場合
     {
         if (playerPoint.y - 1 < 0)
         {
             return(false);
         }
     }
     if (direction == Direction.DirectionState.Down)//下方向の場合
     {
         if (playerPoint.y + 1 >= mapChips.GetLength(0))
         {
             return(false);
         }
     }
     if (direction == Direction.DirectionState.Right)//右方向の場合
     {
         if (playerPoint.x + 1 >= mapChips.GetLength(1))
         {
             return(false);
         }
     }
     if (direction == Direction.DirectionState.Left)//左方向の場合
     {
         if (playerPoint.x - 1 < 0)
         {
             return(false);
         }
     }
     return(GetFindtMapChips((int)playerPoint.y, (int)playerPoint.x, direction, 1).IsCanPlayerMoveSelf(direction));
 }
Exemple #5
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    public void CreateBreakWood(int lenght, Direction.DirectionState dir, Vector2 pos, Vector2 point)
    {
        BreakTree bt = Instantiate(breakTree, pos, Quaternion.identity);

        bt.SetLenght(lenght);
        bt.SetSpinDirection(dir);
        bt.ChangeLayer((int)point.y + lenght);
        breakTrees.Add(bt);
    }
Exemple #6
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 private void PlayerFlow(Direction.DirectionState moveDir, Vector2 Distination)
 {
     playerManager.SetPlayerMapPoint(Distination);
     playerManager.PlayerAutoMoveStart(moveDir);
     if (moveDir != Direction.DirectionState.Up)
     {
         playerManager.ChangePlayerLayer();
     }
 }
Exemple #7
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 // Start is called before the first frame update
 void Start()
 {
     renderer           = GetComponent <SpriteRenderer>();
     moveTargetPosition = transform.position;
     direction          = Direction.DirectionState.Down;
     animator           = GetComponent <Animator>();
     animationMode      = AnimationMode.Nomal;
     playerMode         = PlayerMode.Starting;
     walkStartTimer     = walkStartTime;
 }
Exemple #8
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 private void SetRiver(int num)
 {
     nowMapChipType     = MapChipType.River;
     nowPlayerEnterType = PlayerEnterType.AutoOnlyAll;
     isCanWoodEnter     = true;
     nowSprite          = MapChipSprite.River;
     riverDirection     = (Direction.DirectionState)num;
     ChangeSprite();
     RiverLookAtDir(riverDirection);
 }
Exemple #9
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 /// <summary>
 /// 指定本数の木のマップチップを作成
 /// </summary>
 /// <param name="length"></param>
 private void SetTree(int length)
 {
     nowMapChipType     = MapChipType.Rock;
     nowPlayerEnterType = PlayerEnterType.None;
     treeLength         = length;
     isCanWoodEnter     = false;
     nowSprite          = MapChipSprite.Tree;
     riverDirection     = Direction.DirectionState.None;
     ChangeTreeSprite(length);
 }
Exemple #10
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    public void WoodCreate(Vector2 Pos, Direction.DirectionState dir, int length)
    {
        Wood w = Instantiate(wood, Pos, Quaternion.identity);

        w.SetDirection(dir);
        w.SetLength(length);
        w.WoodChipsSet();
        //w.ChangeLayer();
        woods.Add(w);
    }
Exemple #11
0
    /// <summary>
    /// 丸太を割る
    /// </summary>
    private void CrackWood()
    {
        Vector2 pPoint = playerManager.GetPlayerMapPoint();
        Vector2 fPoint = mapManager.GetFindPoint((int)pPoint.y, (int)pPoint.x, playerManager.GetPlayerDirection(), 1);

        if (mapManager.IsOnWood(pPoint) && mapManager.IsOnWood(fPoint))
        {
            Wood w1 = woodManager.GetIncludedPointWood(pPoint);
            Wood w2 = woodManager.GetIncludedPointWood(fPoint);
            if (w1 == w2)
            {
                Direction.DirectionState pDir = playerManager.GetPlayerDirection();
                Direction.DirectionState wDir = w1.GetDirection();
                int     l1;
                int     l2;
                Vector2 rPoint = w1.GetRootPoint();
                if (pDir == wDir)
                {
                    if (pDir == Direction.DirectionState.Up || pDir == Direction.DirectionState.Down)
                    {
                        l1 = (int)Mathf.Abs(pPoint.y - rPoint.y) + 1;
                        l2 = w1.GetLength() - l1;
                    }
                    else
                    {
                        l1 = (int)Mathf.Abs(pPoint.x - rPoint.x) + 1;
                        l2 = w1.GetLength() - l1;
                    }
                }
                else
                {
                    if (pDir == Direction.DirectionState.Up || pDir == Direction.DirectionState.Down)
                    {
                        l2 = (int)Mathf.Abs(pPoint.y - rPoint.y);
                        l1 = w1.GetLength() - l2;
                    }
                    else
                    {
                        l2 = (int)Mathf.Abs(pPoint.x - rPoint.x);
                        l1 = w1.GetLength() - l2;
                    }
                }
                woodManager.WoodCreate(pPoint * mapManager.GetMapChipSize() * new Vector2(1, -1), Direction.GetReverseDirection(pDir), l1); //自マス
                woodManager.SetWoodRootPoint(woodManager.GetWoodsLastNumber(), pPoint);
                woodManager.WoodCreate(fPoint * mapManager.GetMapChipSize() * new Vector2(1, -1), pDir, l2);                                //前マス
                woodManager.SetWoodRootPoint(woodManager.GetWoodsLastNumber(), fPoint);
                woodManager.ChangeWoodsLayer();
                w1.Crack();
            }
        }
    }
Exemple #12
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 public static bool IsSameAxis(Direction.DirectionState dir1, Direction.DirectionState dir2)
 {
     if ((dir1 == Direction.DirectionState.Up || dir1 == Direction.DirectionState.Down) &&
         (dir2 == Direction.DirectionState.Up || dir2 == Direction.DirectionState.Down))
     {
         return(true);
     }
     if ((dir1 == Direction.DirectionState.Right || dir1 == Direction.DirectionState.Left) &&
         (dir2 == Direction.DirectionState.Right || dir2 == Direction.DirectionState.Left))
     {
         return(true);
     }
     return(false);
 }
Exemple #13
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 private void PlayerPushedWood(Direction.DirectionState moveDir, Vector2 Distination)
 {
     playerManager.SetPlayerMapPoint(Distination);
     //if (playerManager.GetPlayerMoveMode() == 2)
     if (playerManager.GetPlayerMode() == 2)
     {
         playerManager.ForciblyPlayerAutoMoveStart();
     }
     else
     {
         playerManager.PlayerStop();
         playerManager.PlayerAutoMoveStart(moveDir);
     }
     if (moveDir != Direction.DirectionState.Up)
     {
         playerManager.ChangePlayerLayer();
     }
 }
Exemple #14
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 private void RiverLookAtDir(Direction.DirectionState dir)
 {
     if (dir == Direction.DirectionState.Up)
     {
         transform.rotation = Quaternion.Euler(0, 0, 0);
     }
     if (dir == Direction.DirectionState.Down)
     {
         transform.rotation = Quaternion.Euler(0, 0, 180);
     }
     if (dir == Direction.DirectionState.Right)
     {
         transform.rotation = Quaternion.Euler(0, 0, 270);
     }
     if (dir == Direction.DirectionState.Left)
     {
         transform.rotation = Quaternion.Euler(0, 0, 90);
     }
 }
Exemple #15
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 /// <summary>
 /// 木を乗せる
 /// </summary>
 public void OnWood(Direction.DirectionState woodDir)
 {
     isOnWood       = true;
     isCanWoodEnter = false;
     if (nowMapChipType == MapChipType.Hole)
     {
         if (woodDir == Direction.DirectionState.Up || woodDir == Direction.DirectionState.Down)
         {
             nowPlayerEnterType = PlayerEnterType.VerticalOnly;
         }
         else
         {
             nowPlayerEnterType = PlayerEnterType.HorizontalOnly;
         }
     }
     else
     {
         nowPlayerEnterType = PlayerEnterType.All;
     }
 }
Exemple #16
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 public Vector2 GetFindPoint(int height, int width, Direction.DirectionState direction, int length)
 {
     if (direction == Direction.DirectionState.Up)
     {
         return(new Vector2(width, height - length));
     }
     if (direction == Direction.DirectionState.Down)
     {
         return(new Vector2(width, height + length));
     }
     if (direction == Direction.DirectionState.Right)
     {
         return(new Vector2(width + length, height));
     }
     if (direction == Direction.DirectionState.Left)
     {
         return(new Vector2(width - length, height));
     }
     return(new Vector2(width, height));
 }
Exemple #17
0
 /// <summary>
 /// マップチップ群の、指定した位置から指定方向に指定距離離れたマップチップを取得
 /// </summary>
 /// <param name="height">元位置の高さ</param>
 /// <param name="width">元位置の幅</param>
 /// <param name="direction">方向</param>
 /// <param name="length">距離</param>
 /// <returns></returns>
 private MapChip GetFindtMapChips(int height, int width, Direction.DirectionState direction, int length)
 {
     if (direction == Direction.DirectionState.Up)
     {
         return(mapChips[height - length, width]);
     }
     if (direction == Direction.DirectionState.Down)
     {
         return(mapChips[height + length, width]);
     }
     if (direction == Direction.DirectionState.Right)
     {
         return(mapChips[height, width + length]);
     }
     if (direction == Direction.DirectionState.Left)
     {
         return(mapChips[height, width - length]);
     }
     return(mapChips[height, width]);
 }
Exemple #18
0
 /// <summary>
 /// プレイヤーの方向へ指定分だけ離れたポイントを返す
 /// </summary>
 /// <param name="length">距離</param>
 /// <returns></returns>
 public Vector2 GetPlayerDirectionRemotePoint(int length)
 {
     Direction.DirectionState playerDirection = player.GetDirection();
     if (playerDirection == Direction.DirectionState.Up)
     {
         return(playerMapPoint + new Vector2(0, -length));
     }
     if (playerDirection == Direction.DirectionState.Down)
     {
         return(playerMapPoint + new Vector2(0, length));
     }
     if (playerDirection == Direction.DirectionState.Right)
     {
         return(playerMapPoint + new Vector2(length, 0));
     }
     if (playerDirection == Direction.DirectionState.Left)
     {
         return(playerMapPoint + new Vector2(-length, 0));
     }
     return(playerMapPoint);
 }
Exemple #19
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    public static Direction.DirectionState GetReverseDirection(Direction.DirectionState dir)
    {
        if (dir == DirectionState.Up)
        {
            return(DirectionState.Down);
        }
        if (dir == DirectionState.Down)
        {
            return(DirectionState.Up);
        }
        if (dir == DirectionState.Right)
        {
            return(DirectionState.Left);
        }
        if (dir == DirectionState.Left)
        {
            return(DirectionState.Right);
        }

        return(DirectionState.None);
    }
Exemple #20
0
    /// <summary>
    /// 移動先設定
    /// </summary>
    private void SetTargetPosition()
    {
        if (playerMode != PlayerMode.Nomal)
        {
            return;
        }
        if (previousPlayerMode != PlayerMode.Nomal)
        {
            return;
        }
        movePreviousPosition = moveTargetPosition;

        if (!Input.GetKey(KeyCode.UpArrow) && !Input.GetKey(KeyCode.DownArrow) && !Input.GetKey(KeyCode.RightArrow) && !Input.GetKey(KeyCode.LeftArrow))
        {
            walkStartTimer = 0;
        }

        if (Input.GetKey(KeyCode.UpArrow))
        {
            if (direction == Direction.DirectionState.Up)
            {
                walkStartTimer += Time.deltaTime;
                if (walkStartTimer >= walkStartTime)
                {
                    moveTargetPosition = transform.position + moveY;
                    playerMode         = PlayerMode.MoveWeit;
                }
            }
            else
            {
                direction = Direction.DirectionState.Up;
                //walkStartTimer = 0;
            }
            //transform.rotation = Quaternion.Euler(0,0,0);
            return;
        }
        if (Input.GetKey(KeyCode.DownArrow))
        {
            if (direction == Direction.DirectionState.Down)
            {
                walkStartTimer += Time.deltaTime;
                if (walkStartTimer >= walkStartTime)
                {
                    moveTargetPosition = transform.position - moveY;
                    playerMode         = PlayerMode.MoveWeit;
                }
            }
            else
            {
                direction = Direction.DirectionState.Down;
                //walkStartTimer = 0;
            }
            //transform.rotation = Quaternion.Euler(0, 0, 180);
            return;
        }
        if (Input.GetKey(KeyCode.RightArrow))
        {
            if (direction == Direction.DirectionState.Right)
            {
                walkStartTimer += Time.deltaTime;
                if (walkStartTimer >= walkStartTime)
                {
                    moveTargetPosition = transform.position + moveX;
                    playerMode         = PlayerMode.MoveWeit;
                }
            }
            else
            {
                direction = Direction.DirectionState.Right;
                //walkStartTimer = 0;
            }
            //transform.rotation = Quaternion.Euler(0, 0, 270);
            return;
        }
        if (Input.GetKey(KeyCode.LeftArrow))
        {
            if (direction == Direction.DirectionState.Left)
            {
                walkStartTimer += Time.deltaTime;
                if (walkStartTimer >= walkStartTime)
                {
                    moveTargetPosition = transform.position - moveX;
                    playerMode         = PlayerMode.MoveWeit;
                }
            }
            else
            {
                direction = Direction.DirectionState.Left;
                //walkStartTimer = 0;
            }
            //transform.rotation = Quaternion.Euler(0, 0, 90);
            return;
        }
    }
Exemple #21
0
 public void SetDirection(Direction.DirectionState direction)
 {
     this.direction = direction;
     //DirectionLook();
 }
Exemple #22
0
    /// <summary>
    /// 番号から状態を変化させる
    /// </summary>
    /// <param name="num"></param>
    public void SetMapChipType(int num)
    {
        MapChipSelecterSetting();
        switch (num)
        {
        case 0:    //通常地形
            nowMapChipType     = MapChipType.Nomal;
            nowPlayerEnterType = PlayerEnterType.All;
            isCanWoodEnter     = true;
            nowSprite          = MapChipSprite.Nomal;
            riverDirection     = Direction.DirectionState.None;
            ChangeSprite();
            break;

        case 1:    //壁用
            nowMapChipType     = MapChipType.Rock;
            nowPlayerEnterType = PlayerEnterType.None;
            isCanWoodEnter     = false;
            nowSprite          = MapChipSprite.Rock;
            riverDirection     = Direction.DirectionState.None;
            ChangeSprite();
            break;

        case 3:    //スタート位置
            nowMapChipType     = MapChipType.Nomal;
            nowPlayerEnterType = PlayerEnterType.All;
            isCanWoodEnter     = true;
            nowSprite          = MapChipSprite.Nomal;
            riverDirection     = Direction.DirectionState.None;
            ChangeSprite();
            break;

        case 4:    //穴
            nowMapChipType     = MapChipType.Hole;
            nowPlayerEnterType = PlayerEnterType.AutoOnlyAll;
            isCanWoodEnter     = true;
            nowSprite          = MapChipSprite.Hole;
            riverDirection     = Direction.DirectionState.None;
            ChangeSprite();
            break;

        case 5:    //ゴール
            nowMapChipType     = MapChipType.Nomal;
            nowPlayerEnterType = PlayerEnterType.All;
            isCanWoodEnter     = true;
            nowSprite          = MapChipSprite.Goal;
            riverDirection     = Direction.DirectionState.None;
            ChangeSprite();
            break;

        case 11:    //木1つ分
            SetTree(1);
            break;

        case 12:    //木2つ分
            SetTree(2);
            break;

        case 13:    //木3つ分
            SetTree(3);
            break;

        case 14:    //木4つ分
            SetTree(4);
            break;

        case 15:    //木5つ分
            SetTree(5);
            break;

        case 20:    //上向き川
            SetRiver(0);
            break;

        case 21:    //下向き川
            SetRiver(1);
            break;

        case 22:    //右向き川
            SetRiver(2);
            break;

        case 23:    //左向き川
            SetRiver(3);
            break;

        case 24:    //川の岩
            nowMapChipType     = MapChipType.Rock;
            nowPlayerEnterType = PlayerEnterType.None;
            isCanWoodEnter     = false;
            nowSprite          = MapChipSprite.RiverRock;
            riverDirection     = Direction.DirectionState.None;
            ChangeSprite();
            break;
        }
    }
Exemple #23
0
 public void SetSpinDirection(Direction.DirectionState dir)
 {
     spinDir = dir;
 }
Exemple #24
0
 public Sprite GetNomalSprite(Direction.DirectionState dir)
 {
     return(nomalSprites[(int)dir]);
 }
Exemple #25
0
 public void PlayerAutoMoveStart(Direction.DirectionState moveDir)
 {
     player.AutoMoveStart(moveDir);
 }
Exemple #26
0
    private void WoodFlowChack()
    {
        foreach (Wood w in woodManager.GetWoods()) //丸太全てに処理する
        {
            if (w.GetState() == 0)                 //丸太が通常状態なら
            {
                bool isAllRiver = true;
                foreach (Vector2 p in w.GetMapPoints()) //その丸太のある全てのマス
                {
                    if (!mapManager.IsRiver(p))         //川マスに乗っていなければ
                    {
                        isAllRiver = false;
                        w.OutRiverSpriteChange();
                        //Debug.Log("woodPoint"+p);
                        break;
                    }
                }
                if (!isAllRiver) //1マスでも川マスに乗っていなければ
                {
                    continue;    //この丸太の処理を終了
                }
                //Debug.Log("OnRiver");
                w.InRiverSpriteChange();
                Direction.DirectionState distinationDir = Direction.DirectionState.None; //丸太の移動方向用
                foreach (Vector2 p in w.GetMapPoints())                                  //全ての丸太のマスに対して
                {
                    //↓川の向いている方向に丸太の乗っているマスが無ければ
                    bool isNotDistination = w.IsIncludedMapPoint(mapManager.GetFindPoint((int)p.y, (int)p.x, mapManager.GetRiverDirection(p), 1));
                    if (!isNotDistination)
                    {
                        distinationDir = mapManager.GetRiverDirection(p);//丸太の進行方向決定
                    }
                }
                //ここから丸太を移動させる処理

                //Debug.Log("FlowDir;" + distinationDir);
                Vector2[] woodDistainationPoints = new Vector2[w.GetLength()];                                                        //移動先のポイント
                Vector2[] woodPoints             = w.GetMapPoints();                                                                  //丸太の元にあった場所の記憶用
                bool      isFlow = true;                                                                                              //流れるかどうか
                bool      isPlayerOnDistanation = false;                                                                              //移動先にプレイヤーがいるか
                for (int i = 0; i < w.GetLength(); i++)                                                                               //移動先のポイントを設定
                {
                    Vector2 woodDistination = mapManager.GetFindPoint((int)woodPoints[i].y, (int)woodPoints[i].x, distinationDir, 1); //丸太の1マスの移動先
                    woodDistainationPoints[i] = woodDistination;
                }

                foreach (Vector2 wp in woodPoints)//一度丸太のあるマスから丸太が無いことにする。
                {
                    mapManager.RemoveWood(wp);
                }

                foreach (Vector2 wDP in woodDistainationPoints)//その上で進めるかどうか確かめる
                {
                    if (!mapManager.IsCanEnterWood(wDP))
                    {
                        isFlow = false;
                        //Debug.Log("FalseP:" + wDP);
                        break;
                    }
                    if (wDP == playerManager.GetPlayerMapPoint() && !w.IsIncludedMapPoint(playerManager.GetPlayerMapPoint()) &&
                        !mapManager.IsRiver(wDP))
                    {
                        //isFlow = false;
                        //break;
                        isPlayerOnDistanation = true;
                    }
                }
                //Debug.Log("isFlow:" + isFlow);
                if (isFlow)                                            //進めるなら
                {
                    foreach (Vector2 wDP in woodDistainationPoints)    //進む先全てのマス目に
                    {
                        mapManager.OnWood(wDP, w.GetDirection());      //丸太を乗せる
                    }
                    w.SetRootPoint(woodDistainationPoints[0]);         //丸太にも現在位置を把握させる
                    w.MoveSet(distinationDir);                         //丸太移動開始
                    if (distinationDir != Direction.DirectionState.Up) //上方向でなければ
                    {
                        w.ChangeLayer();                               //丸太のレイヤーを変える
                    }
                    foreach (Vector2 wp in woodPoints)                 //動かす前の丸太に
                    {
                        if (playerManager.GetPlayerMapPoint() == wp &&
                            mapManager.GetFindPoint((int)wp.y, (int)wp.x, distinationDir, 1) != playerManager.GetPlayerMapPoint())   //プレイヤーが乗っていたなら
                        {
                            PlayerFlow(distinationDir, mapManager.GetFindPoint((int)wp.y, (int)wp.x, distinationDir, 1));
                            playerManager.SetPlayerLayer(w.GetMaxPointHeight());
                            break;
                        }
                    }
                    if (isPlayerOnDistanation)
                    {
                        foreach (Vector2 wDP in woodDistainationPoints)
                        {
                            if (wDP == playerManager.GetPlayerMapPoint())
                            {
                                if (!mapManager.IsOnWood(mapManager.GetFindPoint((int)wDP.y, (int)wDP.x, distinationDir, 1)))
                                {
                                    Debug.Log("PFlow:" + wDP);
                                    PlayerPushedWood(distinationDir, mapManager.GetFindPoint((int)wDP.y, (int)wDP.x, distinationDir, 1));
                                }
                                else if (!w.IsIncludedMapPoint(mapManager.GetFindPoint((int)wDP.y, (int)wDP.x, distinationDir, 1)))
                                {
                                    PlayerPushedWood(distinationDir, mapManager.GetFindPoint((int)wDP.y, (int)wDP.x, distinationDir, 1));
                                }
                                break;
                            }
                        }
                        if (distinationDir != Direction.DirectionState.Up)
                        {
                            playerManager.SetPlayerLayer(w.GetMaxPointHeight());
                        }
                    }
                }
                else//進めないなら
                {
                    foreach (Vector2 wp in woodPoints)//元のマス目に
                    {
                        mapManager.OnWood(wp, w.GetDirection()); //丸太を乗せる
                    }
                    continue;                                    //次の丸太に
                }
            }
        }
    }
Exemple #27
0
 public Sprite GetSlashSprite(Direction.DirectionState dir)
 {
     return(slashSprites[(int)dir]);
 }
Exemple #28
0
 public Sprite GetWalkSprite(Direction.DirectionState dir, int timing)
 {
     return(walkSprites[timing * 4 + (int)dir]);
 }
Exemple #29
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 /// <summary>
 /// 指定したポイントに丸太を置く
 /// </summary>
 /// <param name="point"></param>
 public void OnWood(Vector2 point, Direction.DirectionState woodDir)
 {
     mapChips[(int)point.y, (int)point.x].OnWood(woodDir);
 }