public void UpdateBlocks(SupportBlock supportBlock, bool isRed)
    {
        if (isRed)
        {
            redLocation = supportBlock;
        }
        else
        {
            blueLocation = supportBlock;
        }

        if (redLocation == null || blueLocation == null)
        {
            UpdateAllGood();
        }
        else
        {
            int minX = redLocation.x > blueLocation.x ? blueLocation.x : redLocation.x;
            int maxX = redLocation.x > blueLocation.x ? redLocation.x : blueLocation.x;

            int minY = redLocation.y > blueLocation.y ? blueLocation.y : redLocation.y;
            int maxY = redLocation.y > blueLocation.y ? redLocation.y : blueLocation.y;

            for (int i = 0; i < supportBlocks.Length; i++)
            {
                supportBlocks[i].UpdateBlockTag(minX, maxX, minY, maxY, redLocation, blueLocation);
            }
        }
    }
Exemple #2
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 public void UpdateBlockTag(int minX, int maxX, int minY, int maxY, SupportBlock red, SupportBlock blue)
 {
     if (this == blue && this == red)
     {
         gameObject.tag = both;
     }
     if (this == blue)
     {
         gameObject.tag = blueLocation;
     }
     else if (this == red)
     {
         gameObject.tag = redLocation;
     }
     else
     {
         if (minX <= x && maxX >= x && minY <= y && maxY >= y)
         {
             gameObject.tag = good;
         }
         else
         {
             gameObject.tag = bad;
         }
     }
 }
 public void ResetMap()
 {
     redLocation  = null;
     blueLocation = null;
     UpdateAllGood();
 }