Exemple #1
0
        private void GetResults()
        {
            bool isObstructedByAsteroid  = false;
            bool isObstructedByBombToken = false;

            List <GameObject> FiringLinesCopy = new List <GameObject>(FiringLines);

            foreach (var firingLine in FiringLinesCopy)
            {
                ObstaclesFiringLineDetector obstacleDetector = firingLine.GetComponentInChildren <ObstaclesFiringLineDetector>();
                if (obstacleDetector.IsObstructedByAsteroid)
                {
                    isObstructedByAsteroid = true;
                    FiringLines.Remove(firingLine);
                }
                if (obstacleDetector.IsObstructedByBombToken)
                {
                    isObstructedByBombToken = true;
                    FiringLines.Remove(firingLine);
                }
            }

            // TODO: If asteroid or bomb - ask what to use
            if (FiringLines.Count == 0)
            {
                if (isObstructedByAsteroid)
                {
                    IsObstructedByAsteroid = true;
                }
                if (isObstructedByBombToken)
                {
                    IsObstructedByBombToken = true;
                }
            }
            else
            {
                IsObstructedByAsteroid  = false;
                IsObstructedByBombToken = false;

                ThisShipNearestPoint    = FiringLines[0].GetComponentInChildren <ObstaclesFiringLineDetector>().PointStart;
                AnotherShipNearestPoint = FiringLines[0].GetComponentInChildren <ObstaclesFiringLineDetector>().PointEnd;
            }

            //TODO: middle result

            foreach (var fireline in FiringLinesCopy)
            {
                MonoBehaviour.Destroy(fireline);
            }

            CallBack();
        }
Exemple #2
0
        private void GetResults()
        {
            ObstaclesFiringLineDetector obstacleDetector = FiringLine.GetComponentInChildren <ObstaclesFiringLineDetector>();

            if (obstacleDetector.IsObstructedByAsteroid)
            {
                IsObstructedByAsteroid = true;
            }
            if (obstacleDetector.IsObstructedByBombToken)
            {
                IsObstructedByBombToken = true;
            }

            MonoBehaviour.Destroy(FiringLine);

            CallBack();
        }