public void SelectSquare(SquareType color) { _Tool = Tool.Build; SelectedSquare = color; DestroyBuildSquare(); _BuildSquare = SpawnBuildSquare(); }
private void RevealOpponent(string squareType, SquareImage pawn) { string path; SquareType type = (SquareType)Enum.Parse(typeof(SquareType), squareType, true); switch (type) { case SquareType.Paper: path = ImageFactory.BLUE_PAPER; break; case SquareType.Rock: path = ImageFactory.BLUE_ROCK; break; case SquareType.Scissors: path = ImageFactory.BLUE_SCISSORS; break; default: throw new Exception("invalid type"); } _context.Dispatcher.Invoke(() => pawn.Image.Source = ImageFactory.LoadImage(path)); pawn.Square.Type = type; }
/// <summary> /// Creates a square painter for requested square type. /// </summary> /// <param name="squareType">The type of square to create a painter for.</param> /// <returns>The requested square painter if supported, otherwise null.</returns> public static SquarePainter CreateSquarePainter(SquareType squareType) { switch (squareType) { case SquareType.Empty: case SquareType.Unknown: return new EmptySquarePainter(); case SquareType.WaterSourceDown: return new WaterSourceDownPainter(); case SquareType.WaterSourceUp: return new WaterSourceUpPainter(); case SquareType.WaterSourceLeft: return new WaterSourceLeftPainter(); case SquareType.WaterSourceRight: return new WaterSourceRightPainter(); case SquareType.StraightHorizontal: return new StraightHorizontalPipePainter(); case SquareType.StraightVertical: return new StraightVerticalPipePainter(); case SquareType.EdgeDownLeft: return new EdgeDownLeftPipePainter(); case SquareType.EdgeUpLeft: return new EdgeUpLeftPipePainter(); case SquareType.EdgeDownRight: return new EdgeDownRightPipePainter(); case SquareType.EdgeUpRight: return new EdgeUpRightPipePainter(); } return null; }
public SquareType GetSquareType(int pIdSquareType) { SquareType s = new SquareType(); string conn = "URI=file:" + Application.streamingAssetsPath + "/AdvScrabble.db"; //Path to database. IDbConnection dbconn; dbconn = (IDbConnection) new SqliteConnection(conn); dbconn.Open(); //Open connection to the database. IDbCommand dbcmd = dbconn.CreateCommand(); string sqlQuery = String.Format("SELECT * FROM square_type where id_square_type = \"{0}\"", pIdSquareType); dbcmd.CommandText = sqlQuery; IDataReader reader = dbcmd.ExecuteReader(); while (reader.Read()) { s.Id_type_square = reader.GetInt32(0); s.Name = reader.GetString(1); s.Description = reader.GetString(2); } dbcmd.Dispose(); dbcmd = null; dbconn.Close(); dbconn = null; return(s); }
public Square(int row, int col) { // Row = row; // Col = col; Coordinates = new Coordinates(row, col); SquareType = SquareType.Empty; }
// Resets square to default state public void Reset() { type = SquareType.Empty; color = new Color(0, 0, 0); sprite = null; connectedSquares.Clear(); }
public void RemoveBlock() { int topLayer = blockObjects.Count - 1; if (topLayer >= 0) { //Animation blockObjects[topLayer].GetComponent <Animation>().Play("BrickRotate"); blockObjects[topLayer].GetComponent <UISprite>().depth = 4; //Make it drop and rotate random blockObjects[topLayer].GetComponent <Rigidbody>().useGravity = true; blockObjects[topLayer].GetComponent <Rigidbody>().AddRelativeForce(Random.insideUnitCircle.x * Random.Range(30, 40), Random.Range(100, 150), 0); //Destroy and remove from list GameObject.Destroy(blockObjects[topLayer], 1.5f); blockObjects.RemoveAt(topLayer); //Reduce square style if (type == SquareType.block) { type = SquareType.normal; //Calculate score MissionManager.Instance.AddScore(1, MissionType.Block); } else if (type == SquareType.block_glass) { type = SquareType.block; } else if (type == SquareType.block_stone) { type = SquareType.block; } } }
//Init square by row, col and square type public Square(int pRow, int pCol, SquareType pType) { row = pRow; col = pCol; type = pType; blockObjects = new List <GameObject>(); }
public bool DestinationOneAboveCurrent(SquareType currentPlayerSquareType, SquareType jumpToSquareType) { int heightCurrentSquare = TileTypeHeight[(int)currentPlayerSquareType]; int heightDestinationSquare = TileTypeHeight[(int)jumpToSquareType]; return(heightDestinationSquare == heightCurrentSquare + 1 || heightDestinationSquare == heightCurrentSquare - 1); }
public Square(SquareType type, Vector3 squareSize, float positionx, float positiony) { this.type = type; this.squareSize = squareSize; this.positionx = positionx; this.positiony = positiony; }
public string MyToString() { string output = ""; string charForCurrentType; for (int r = 0; r < mapSize; r++) { for (int c = 0; c < mapSize; c++) { SquareType currentSquareType = map[r, c]; charForCurrentType = GetTypeToChar(currentSquareType); if (r == playerX) { if (c == playerY) { charForCurrentType = GetTypeToCharPlayer(currentPlayerSquareType); } } output += charForCurrentType + " "; } output += "\n"; } output += "\n"; output += " Player at (" + playerX + ", " + playerY + ")"; output += "\n last acction success = " + lastActionSuccess; return(output); }
/* * Renders the board by drawing the tetromino and * the board. */ private void RenderBoard() { // draw the board for (int x = 0; x < WindowWidth; ++x) { for (int y = 0; y < WindowHeight; ++y) { RenderedBoard[x, y] = Board.GetSquare(x, y); } } // put tetromino on top of it int tx = Board.TetrominoX; int ty = Board.TetrominoY; Tetromino t = Board.FallingTetromino; if (t == null) { return; } for (int x = 0; x < Tetromino.TETROMINO_WIDTH; ++x) { for (int y = 0; y < Tetromino.TETROMINO_WIDTH; ++y) { SquareType square = t.GetSquare(x, y); if (square != SquareType.EMPTY) { RenderedBoard[x + tx, y + ty] = t.GetSquare(x, y); } } } }
public Square(int x, int y, SquareType t) { this.col = x; this.row = y; Visited = false; this.type = t; }
private void SetSquareTypes(SquareType t, Coord[] locs) { foreach (Coord loc in locs) { this.board[(int)loc.row, (int)loc.col].SquareType = t; } }
public void MainMethod() { board = new TicTacToeBoard(); Console.WriteLine("Hello! To play tic tac toe, when it is your turn, enter the index of where you want to play (0-8)"); Console.Read(); while (!board.IsFull() && !board.IsWinner(SquareType.X) && !board.IsWinner(SquareType.O)) { DisplayBoardGrid(); Console.WriteLine("It is {0} turn.", currentTurn); int move = promptForInt("Enter your index: "); if (board.IsLegalMove(move)) board.MakeMove(move, currentTurn); else { Console.WriteLine("Illegal Move! Press enter!"); Console.Read(); continue; } // Swap the turn currentTurn = currentTurn == SquareType.X ? SquareType.O : SquareType.X; } DisplayBoardGrid(); if (board.IsFull()) Console.WriteLine("Tie! Board is full!"); else if (board.IsWinner(SquareType.X)) AccounceWinner(SquareType.X); else if (board.IsWinner(SquareType.O)) AccounceWinner(SquareType.O); else Console.WriteLine("Something has gone wrong!"); }
public Square(SquareType squareType, string name, int price, int rent) { Name = name; Price = price; Rent = rent; Type = squareType; }
internal static ImageSource LoadBlueImage(SquareType type) { string path; switch (type) { case SquareType.Flag: path = BLUE_FLAG; break; case SquareType.Trap: path = BLUE_TRAP; break; case SquareType.Rock: path = BLUE_ROCK; break; case SquareType.Paper: path = BLUE_PAPER; break; case SquareType.Scissors: path = BLUE_SCISSORS; break; default: throw new ArgumentException("invalid type"); } return(LoadImage(path)); }
/// <summary> /// Attachs the square component of given type to the game object. /// </summary> private Square AttachSquare(SquareType color, GameObject square) { switch (color) { case SquareType.Green: return(square.AddComponent <GreenSquare>()); case SquareType.White: return(square.AddComponent <WhiteSquare>()); case SquareType.Blue: return(square.AddComponent <BlueSquare>()); case SquareType.Yellow: return(square.AddComponent <YellowSquare>()); case SquareType.Purple: var purple = square.AddComponent <PurpleSquare>(); purple.Particles = SpawnBoostParticles(purple.gameObject.transform, SquareType.Purple); return(purple); case SquareType.Red: var red = square.AddComponent <RedSquare>(); red.Particles = SpawnFireParticles(red.gameObject.transform); return(red); case SquareType.Black: return(square.AddComponent <BlackSquare>()); default: throw new UnityException(message: "Square type not found."); } }
public Cell(SquareType type, int xCoord, int yCoord, bool visited) { this.type = type; this.xCoord = xCoord; this.yCoord = yCoord; this.visited = visited; }
public object Convert(object value, Type targetType, object parameter, CultureInfo culture) { SquareType type = (SquareType)value; switch (type) { case SquareType.Unknown: return(new SolidColorBrush(Colors.LightGray)); case SquareType.Water: return(new SolidColorBrush(Colors.LightBlue)); case SquareType.Undamaged: return(new SolidColorBrush(Colors.Black)); case SquareType.Damaged: return(new SolidColorBrush(Colors.Orange)); case SquareType.Sunk: return(new SolidColorBrush(Colors.Red)); } throw new Exception("fail"); }
public SquareRandom(SquareType type, Dictionary <Color, int> colorWeights, int seed = 0) { this.Type = type; this.Random = new Random(seed); this.ColorRandom = new WeightRandom <Color>(colorWeights); this.ColorRandom.InitRandom(Random.Next()); }
public bool CheckIfSameLevel(SquareType currentPlayerSquareType, SquareType moveToSquareType) { int currentTile = WalkableSquareTypes[(int)currentPlayerSquareType]; int moveToTile = WalkableSquareTypes[(int)moveToSquareType]; return(currentTile == moveToTile); }
public void consumeMoves(int moveCost, SquareType squareType) { movesRemaining -= moveCost; Debug.Log(moveCost + " move(s) used, " + movesRemaining + " remaining"); if ((squareType == SquareType.Rosette) && (hasAlreadyRerolled == false)) { //Allow reroll Debug.Log("Landed on a rosette, allow re-roll"); uiRollDice.gameObject.SetActive(true); uiSkipTurn.gameObject.SetActive(false); hasAlreadyRerolled = true; canRoll = true; } else { if (movesRemaining <= 0) { togglePlayer(); } else { Debug.Log("Player " + currentPlayer + " still has " + movesRemaining + " moves left."); } } }
private List <Square> GetAdjacentCrossSquares(int X, int Y, SquareType Type) { List <Square> squares = new List <Square>(); if (Y > 0) { if (board[X][Y - 1].type == Type) { squares.Add(board[X][Y - 1]); } } if (X > 0) { if (board[X - 1][Y].type == Type) { squares.Add(board[X - 1][Y]); } } if (X < width - 1) { if (board[X + 1][Y].type == Type) { squares.Add(board[X + 1][Y]); } } if (Y < height - 1) { if (board[X][Y + 1].type == Type) { squares.Add(board[X][Y + 1]); } } return(squares); }
private void SquareTopicDataAvailable(ShapeTypeDataReader dr) { List <ShapeType> samples = new List <ShapeType>(); List <SampleInfo> infos = new List <SampleInfo>(); ReturnCode error = dr.Take(samples, infos); if (error == ReturnCode.Ok) { for (int i = 0; i < samples.Count; i++) { SampleInfo info = infos[i]; ShapeType sample = samples[i]; if (info.ValidData) { int x = Convert.ToInt32((sample.x - (sample.shapesize / 2)) * _factorX); int y = Convert.ToInt32((sample.y - (sample.shapesize / 2)) * _factorY); SquareType square = new SquareType { Color = sample.color, X = x, Y = y, Size = sample.shapesize, PublicationHandle = info.PublicationHandle }; SquareUpdated?.Invoke(this, square); } } } }
public BotletMove GetMoveToClosest(SquareType squareType) { var closest = ClosestOfType(squareType); var order = GetMoveTo(closest); return(order); }
/// <summary> /// Applies definition to square. /// </summary> /// <param name="definition">The square definition to apply from.</param> public void FromDefinition(SquareDefinition definition) { /* check if supported */ if (this.SupportsDefinition(definition)) { this.Type = definition.Type; } }
public Ship(ShipDirection direction, SquareType shipType) { ShipName = shipType.ToString(); Direction = direction; SquareType = shipType; IsSunk = false; Size = ShipSize(); }
// Sets square at index to given values private void SetSquare(int index, SquareType type, Color color, Sprite sprite) { Square square = squares[index]; square.type = type; square.color = color; square.sprite = sprite; }
public Bullet SpawnBullet(Vector3 position, Vector3 force, SquareType color) { var bulletObject = Instantiate(BulletPrefab, position, Quaternion.identity); bulletObject.GetComponent <Rigidbody>().AddForce(force); bulletObject.GetComponent <SpriteRenderer>().color = Game.GetColor(color); return(bulletObject.AddComponent <Bullet>()); }
public Square(SquareType Type, int id, Color clr, SquareState State, bool FinishSquare) { this.SqState = State; this.SqType = Type; this.SqId = id; this.SqClr = clr; this.FinishSquare = FinishSquare; this.occupiedBy = new List <Token>(); }
/// <summary> /// Creates a new instance of PresentSquareMapItemParameter class. /// </summary> /// <param name="id">The unique element id.</param> /// <param name="position">The position the item should be presented.</param> /// <param name="isActivated">The activation state of the item to present.</param> /// <param name="isFixed">The fixation state of the item to present.</param> /// <param name="squareId">The unique id of the square contained in item to present.</param> /// <param name="squareType">The square type contained in item to present.</param> public PresentSquareMapItemParameter(Guid id, Position position, bool isActivated, bool isFixed, Guid squareId, SquareType squareType) : base(id) { this.position = position; this.isActivated = isActivated; this.isFixed = isFixed; this.squareId = squareId; this.squareType = squareType; }
private GameObject SpawnBoostParticles(Transform parent, SquareType color) { var particles = Instantiate(BoostParticlesPrefab, parent); var main = particles.GetComponent <ParticleSystem>().main; main.startColor = Game.GetColor(color); return(particles); }
private void Start() { UI.UpdateListeners(SelectSquare, SetErase, SetAssign); SetErase(); SelectedSquare = SquareType.Green; this.JointTargets = new List <Square>(); }
public bool IsWinner(SquareType squareType) { // Check horizontal for (int i = 0; i < NUM_SQUARES; i += 3) if (squares[i] == squareType && squares[i + 1] == squareType && squares[i + 2] == squareType) return true; // Check vertical for (int i = 0; i < 3; i++) if (squares[i] == squareType && squares[i + 3] == squareType && squares[i + 6] == squareType) return true; // Check diagonal if ((squares[0] == squareType && squares[4] == squareType && squares[8] == squareType) || (squares[2] == squareType && squares[4] == squareType && squares[6] == squareType)) return true; // else return false; }
public void AppendTranslatedSquare(List<Vector3> vBuf, List<int> iBuf, Vector3 trans, SquareType st) { List<Vector3> tempBuf = new List<Vector3>(9); List<int> tempiBuf = new List<int>(24); tempBuf.Add(new Vector3(0, 0, 0) + trans); tempBuf.Add(new Vector3(0, 0, 1) + trans); tempBuf.Add(new Vector3(0, 0, 2) + trans); tempBuf.Add(new Vector3(1, 0, 1) + trans); tempBuf.Add(new Vector3(2, 0, 2) + trans); tempiBuf.AddRange(new int[] { 0, 1, 3, 1, 2, 3 }); if (st == SquareType.TopRight || st == SquareType.TopRow) { tempiBuf.AddRange(new int[] { 4, 3, 2 }); if(st == SquareType.TopRow) { tempBuf.Add(new Vector3(1, 0, 0) + trans); tempBuf.Add(new Vector3(2, 0, 0) + trans); tempBuf.Add(new Vector3(2, 0, 1) + trans); tempiBuf.AddRange(new int[] { 0, 3, 5, 5, 3, 6, 6, 3, 7, 7, 3, 4 }); } } else { tempBuf.Add(new Vector3(1, 0, 2) + trans); tempiBuf.AddRange(new int[] { 5, 3, 2, 3, 5, 4 }); if (st == SquareType.Normal) { tempBuf.Add(new Vector3(1, 0, 0) + trans); tempBuf.Add(new Vector3(2, 0, 0) + trans); tempBuf.Add(new Vector3(2, 0, 1) + trans); tempiBuf.AddRange(new int[] { 0, 3, 6, 6, 3, 7, 7, 3, 8, 8, 3, 4 }); } } MathExtensions.AppendVertices(vBuf, iBuf, tempBuf, tempiBuf); }
/// <summary> /// Creates square. /// </summary> /// <param name="type">The type of square to create.</param> /// <returns>Newly created square if possible, otherwise null.</returns> public ISquareElement CreateSquare(SquareType type) { switch (type) { case SquareType.Empty: return this.CreateEmptySquare(); case SquareType.EdgeDownLeft: return this.CreateEdgePipe(EdgePipeOrientation.DownLeft); case SquareType.EdgeDownRight: return this.CreateEdgePipe(EdgePipeOrientation.DownRight); case SquareType.EdgeUpLeft: return this.CreateEdgePipe(EdgePipeOrientation.UpLeft); case SquareType.EdgeUpRight: return this.CreateEdgePipe(EdgePipeOrientation.UpRight); case SquareType.StraightHorizontal: return this.CreateStraightPipe(StraightPipeOrientation.Horizontal); case SquareType.StraightVertical: return this.CreateStraightPipe(StraightPipeOrientation.Vertical); case SquareType.WaterSourceDown: return this.CreateWaterSource(Direction.Down); case SquareType.WaterSourceLeft: return this.CreateWaterSource(Direction.Left); case SquareType.WaterSourceRight: return this.CreateWaterSource(Direction.Right); case SquareType.WaterSourceUp: return this.CreateWaterSource(Direction.Up); default: break; } return null; }
public void Reset(SquareType type, SquareObject objectType) { ObjectType = objectType; Type = type; SquareIndex = -1; }
/// <summary> /// Creates a new instance of PresentSquareParameter class. /// </summary> /// <param name="id">The unique element id.</param> /// <param name="type">The square type to present.</param> public PresentSquareParameter(Guid id, SquareType type) : base(id) { this.type = type; }
public void AccounceWinner(SquareType squareType) { Console.WriteLine("\n\n"); Console.WriteLine("The winner is: " + squareType); }
/// <summary> /// Calculates and returns achievement points for given pipe count and square type on this level. /// </summary> /// <param name="pipeCount">The count of pipes so far.</param> /// <param name="squareType">The type of square to get points for.</param> /// <returns>Calculated achievement points.</returns> public int GetAchievementPoints(int pipeCount, SquareType squareType) { int points = 0; if (!SquareType.Unknown.Equals(squareType)) { int typeFactor = 0; switch (squareType) { case SquareType.EdgeDownLeft: case SquareType.EdgeDownRight: case SquareType.EdgeUpLeft: case SquareType.EdgeUpRight: typeFactor = 3 * this.number; break; case SquareType.StraightHorizontal: case SquareType.StraightVertical: typeFactor = 2 * this.number; break; case SquareType.WaterSourceDown: case SquareType.WaterSourceLeft: case SquareType.WaterSourceRight: case SquareType.WaterSourceUp: typeFactor = 1 * this.number; break; default: break; } points += typeFactor + (pipeCount * this.number); } return points; }
public Square(SquareType startType) { type = startType; ownerPlayer = 0; }
/// <summary> /// Creates a new instance of SquareDefinition class. /// </summary> /// <param name="type">The type of square.</param> public SquareDefinition(SquareType type) { this.type = type; }
void SetBoardValue(int idx, SquareType type) { Debug.Assert(mBoard[idx] == SquareType.ST_UNKNOWN || mBoard[idx] == type); // make sure we haven't set this one yet, or we've calculated it's value to remain the same. Otherwise, there's a logic error somewhere //if ((mBoard[idx] == SquareType.ST_UNKNOWN || mBoard[idx] == type) == false) // throw new Exception(); mBoardHasChanged |= mBoard[idx] != type; mBoard[idx] = type; }
public void Reset(SquareType type) { Type = type; ShipIndex = -1; }
/// <summary> /// Changes sqaure this control is presenting. /// </summary> /// <param name="squareId">The unique id of the new square to present.</param> /// <param name="squareType">The square tyoe of the new square to present.</param> /// <param name="isHighlighted">Indicates whether new square should be highlighted or not.</param> public void ChangeSquare(Guid squareId, SquareType squareType, bool isHighlighted) { if ((!Guid.Empty.Equals(squareId)) && (!SquareType.Unknown.Equals(squareType))) { /* set highlight */ this.isHighlighted = isHighlighted; /* take square identification values */ this.squareId = squareId; this.squareType = squareType; /* update painter */ this.squarePainter = SquarePainterFactory.CreateSquarePainter(this.squareType); /* signal square change (refreshes control, too) */ this.OnSquareChanged(); } }
void SetBoardValue(int x, int y, SquareType type) { int i = GetIndex(x, y); SetBoardValue(i, type); }
//************************************************************ //* Prints the object of a square on the screen * //* Gets the object type and form where to start writing * //* All coordinates are in the console coordinate system * //* Returns nothing * //************************************************************ static void PrintSquareType(SquareType type, int consoleRow, int consoleCol) { switch (type) { case SquareType.Free: { for (int i = 0; i < 3; i++) { Console.SetCursorPosition(consoleCol, consoleRow); Console.ForegroundColor = ConsoleColor.White; Console.Write(nothing[i]); consoleRow++; } break; } case SquareType.Wall: { for (int i = 0; i < 3; i++) { Console.SetCursorPosition(consoleCol, consoleRow); Console.ForegroundColor = ConsoleColor.DarkRed; Console.Write(wall[i]); consoleRow++; } break; } case SquareType.Target: { for (int i = 0; i < 3; i++) { Console.SetCursorPosition(consoleCol, consoleRow); Console.ForegroundColor = ConsoleColor.DarkGray; Console.Write(target[i]); consoleRow++; } break; } } }
/// <summary> /// Returns the cost of a given WalkState, where Unwalkable = +inf. /// Must be >= 1, to preserve Manhatten Distance Heuristic /// </summary> /// <param name="w">The walkstate to measure the cost of.</param> /// <returns>Slippery = 1.0, TableDef = 2.0, Sandpaper = 3.0, HotSquare = 5.0, Unwalkable = pos inf</returns> public float costOfWalkState(SquareType w) { switch (w) { case SquareType.Slippery: return 1.0f; case SquareType.TableDef: return 2.0f; case SquareType.Sandpaper: return 7.0f; case SquareType.Unwalkable: return float.PositiveInfinity; } return float.PositiveInfinity; }
/// <summary> /// Constructs a Node. /// </summary> /// <param name="floorImg">The image which the node will use to display itself if set to do so.</param> /// <param name="position">Where the node is positioned in world space.</param> /// <param name="gridPos">The node position in the graph space.</param> /// <param name="scale">The node's visible scale.</param> /// <param name="num">The node's internal number.</param> /// <param name="vis">Whether the node is visible or not. Default is false.</param> public Node(GameObject parent, Sprite floorImg, Vector2 position, IntVec2 gridPos, SquareType typeOfTerrain, float scale = 0.75f, int num = 0, bool vis = true) { pos = position; this.gridPos = gridPos; GameObject drawer = new GameObject("Node " + pos); drawer.isStatic = true; drawer.transform.parent = parent.transform; //set sprite back in z, so it draws beneath everything. drawer.transform.position = new Vector3(position.x, position.y, 1); spriteDraw = drawer.AddComponent<SpriteRenderer>(); spriteDraw.sprite = floorImg; drawer.tag = gameTag; // Draw a little bigger than scale. spriteDraw.transform.localScale = new Vector2(scale * 1.35f, scale * 1.35f); // Draw with 50% alpha-white. //spriteDraw.color = defColor; //terrainType = randWalkState(); terrainType = typeOfTerrain; edgePenalty = costOfWalkState(terrainType); resetColor(); //spriteDraw.color = Random.ColorHSV(0.2f, 1.0f, 0.1f, 0.7f, 0.2f, 1.0f); CameFrom = null; number = num; #if DEBUG_NODE_EDGES lineDraw = drawer.AddComponent<LineRenderer>(); lineDraw.SetWidth(0.1f, 0.1f); lineDraw.SetVertexCount(maxEdges * 2 + 1); for (int i = 0; i < 17; i++) lineDraw.SetPosition(i, pos); #endif #if DEBUG_NODE_TEXT GameObject guiText = new GameObject("Debug text on Node " + pos); Vector2 guiPos = new Vector2(Camera.main.WorldToScreenPoint(pos).x / Camera.main.pixelWidth, Camera.main.WorldToScreenPoint(pos).y / Camera.main.pixelHeight); guiText.transform.position = guiPos; visNodeNum = guiText.AddComponent<GUIText>(); visNodeNum.text = num.ToString(); visNodeNum.anchor = TextAnchor.MiddleCenter; #endif // Do not move this, everything must be defined before calling Visible. Visible = vis; }
public Square(SquareType startType) { type = startType; }
public Square(SquareType type, BoardPosition boardPosition) { this._type = type; this._boardPosition = boardPosition; }
public void MakeMove(int index, SquareType squareType) { squares[index] = squareType; }
/// <summary> /// Creates a new instance of PresentPipeFloodParameter class. /// </summary> /// <param name="id">The unique element id.</param> /// <param name="type">The square type to present flooding.</param> /// <param name="floodDirection">The direction to present flooding.</param> /// <param name="floodDuration">The duration to present flooding.</param> public PresentPipeFloodParameter(Guid id, SquareType type, Direction floodDirection, TimeSpan floodDuration) : base(id, type) { this.floodDuration = floodDuration; this.floodDirection = floodDirection; }