Exemple #1
0
 public void set_curve(int X, int Y, Common.Direction entrance, Common.Direction exit)
 {
     x         = X;
     y         = Y;
     move_from = entrance;
     move_to   = exit;
 }
Exemple #2
0
 public Common.Direction Curve_direction(Common.Direction entrance)//どこから入ったらどう曲がるか、(使わなければ消す)
 {
     Common.Direction curve = Common.Direction.None;
     if (type == Common.Direction.Straight)//まっすぐ
     {
         curve = Common.Direction.Straight;
     }
     else if (type == Common.Direction.Right)//右
     {
         if (entrance == Common.Direction.Down || entrance == Common.Direction.Up)
         {
             curve = Common.Direction.Right;
         }
         else if (entrance == Common.Direction.Right || entrance == Common.Direction.Left)
         {
             curve = Common.Direction.Left;
         }
     }
     else if (type == Common.Direction.Left)//左
     {
         if (entrance == Common.Direction.Down || entrance == Common.Direction.Up)
         {
             curve = Common.Direction.Left;
         }
         else if (entrance == Common.Direction.Right || entrance == Common.Direction.Left)
         {
             curve = Common.Direction.Right;
         }
     }
     return(curve);
 }
Exemple #3
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 public void back()
 {
     Debug.Log("back");
     Common.Direction tmp = move_from;
     move_from = move_to;
     move_to   = tmp;
     count     = (int)speed - count;
 }
Exemple #4
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 public void Copy(Data_box original)
 {
     Set_address(original.x, original.y);
     this.type      = original.type;
     this.condition = original.condition;
     this.treasure  = original.treasure;
     this.walk      = original.walk;
 }
    public void Refresh()
    {
        if (BaseItem.direction != _oldDirection || BaseItem.state != _oldState)
        {
            this.Clear();
            this.UpdateRenderQuads();

            _oldDirection = BaseItem.direction;
            _oldState     = BaseItem.state;
        }
    }
Exemple #6
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 public void SetTeamIndex(int index)
 {
     if (index == 0)
     {
         direction = Common.Direction.right;
     }
     else
     {
         direction = Common.Direction.left;
     }
 }
Exemple #7
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    /// <summary>
    /// Sets the angle.
    /// </summary>
    /// <param name="angle">Angle.</param>
    public void SetAngle(float angle)
    {
        Common.Direction direction = Common.Direction.BOTTOM_RIGHT;
        float            minAnge   = 999;

        foreach (KeyValuePair <float, Common.Direction> entry in this._angleToDirectionMap)
        {
            float a = Mathf.Abs(angle - entry.Key);
            if (a < minAnge)
            {
                minAnge   = a;
                direction = entry.Value;
            }
        }
        this.SetDirection(direction);
    }
Exemple #8
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 public void Set_img(Common.Direction img_type)//形を入れたらデータを作る
 {
     if (time)
     {
         obj.GetComponent <SpriteRenderer>().sprite = Red_sprites[(int)img_type];
     }
     else
     {
         obj.GetComponent <SpriteRenderer>().sprite = sprites[(int)img_type];
     }
     if (img_type == Common.Direction.Down)
     {
         Layer(15);
         Sprite().color = new Color(1, 1, 1, 1);
     }
 }
Exemple #9
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 public Common.Direction Exit_direction(Common.Direction entrance)//どこから入ったらどこに出るか
 {
     Common.Direction exit = Common.Direction.None;
     if (type == Common.Direction.Straight)//まっすぐ
     {
         exit = reverse(entrance);
     }
     else if (type == Common.Direction.Right)//右
     {
         if (entrance == Common.Direction.Down)
         {
             exit = Common.Direction.Right;
         }
         else if (entrance == Common.Direction.Up)
         {
             exit = Common.Direction.Left;
         }
         else if (entrance == Common.Direction.Right)
         {
             exit = Common.Direction.Down;
         }
         else if (entrance == Common.Direction.Left)
         {
             exit = Common.Direction.Up;
         }
     }
     else if (type == Common.Direction.Left)//左
     {
         if (entrance == Common.Direction.Down)
         {
             exit = Common.Direction.Left;
         }
         else if (entrance == Common.Direction.Up)
         {
             exit = Common.Direction.Right;
         }
         else if (entrance == Common.Direction.Right)
         {
             exit = Common.Direction.Up;
         }
         else if (entrance == Common.Direction.Left)
         {
             exit = Common.Direction.Down;
         }
     }
     return(exit);
 }
        public TextureData GetTextureData(Common.Direction direction)
        {
            TextureData textureData = null;

            switch (direction)
            {
            case Common.Direction.BOTTOM:
                textureData = bottomTexture;
                break;

            case Common.Direction.BOTTOM_RIGHT:
                textureData = bottomRightTexture;
                break;

            case Common.Direction.RIGHT:
                textureData = rightTexture;
                break;

            case Common.Direction.TOP_RIGHT:
                textureData = topRightTexture;
                break;

            case Common.Direction.TOP:
                textureData = topTexture;
                break;

            case Common.Direction.TOP_LEFT:
                textureData = topRightTexture;
                break;

            case Common.Direction.LEFT:
                textureData = rightTexture;
                break;

            case Common.Direction.BOTTOM_LEFT:
                textureData = bottomRightTexture;
                break;
            }

            if (textureData.texture == null)
            {
                textureData = bottomTexture;
            }

            return(textureData);
        }
    private SpriteCollection.TextureData[] _GetCurrentImageLayers()
    {
        List <SpriteCollection.TextureData> layers = new List <SpriteCollection.TextureData>();

        Common.State     state     = BaseItem.state;
        Common.Direction direction = BaseItem.direction;

        List <int> spriteIds = BaseItem.itemData.GetSprites(state);

        if (spriteIds == null || spriteIds.Count == 0)
        {
            return(null);
        }

        for (int index = 0; index < spriteIds.Count; index++)
        {
            SpriteCollection.SpriteData sprite = Sprites.GetSprite(spriteIds[index]);
            layers.Add(sprite.GetTextureData(direction));
        }

        return(layers.ToArray());
    }
Exemple #12
0
 public Common.Direction reverse(Common.Direction direct)//逆向き化
 {
     if (direct == Common.Direction.Down)
     {
         return(Common.Direction.Up);
     }
     else if (direct == Common.Direction.Up)
     {
         return(Common.Direction.Down);
     }
     else if (direct == Common.Direction.Right)
     {
         return(Common.Direction.Left);
     }
     else if (direct == Common.Direction.Left)
     {
         return(Common.Direction.Right);
     }
     else
     {
         return(Common.Direction.None);
     }
 }
Exemple #13
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 public Vector3 Dire_to_Vec(Common.Direction d)//ベクトル化
 {
     if (d == Common.Direction.Up)
     {
         return(new Vector3(0, 1, 0));
     }
     else if (d == Common.Direction.Down)
     {
         return(new Vector3(0, -1, 0));
     }
     else if (d == Common.Direction.Right)
     {
         return(new Vector3(1, 0, 0));
     }
     else if (d == Common.Direction.Left)
     {
         return(new Vector3(-1, 0, 0));
     }
     else
     {
         return(new Vector3(0, 0, 0));
     }
 }
Exemple #14
0
 /// <summary>
 /// Sets the direction.
 /// </summary>
 /// <param name="direction">Direction.</param>
 public void SetDirection(Common.Direction direction)
 {
     this.direction = direction;
     this.UpdateConnectedItems();
 }
Exemple #15
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 public void set_position(int X, int Y, Common.Direction entrance, Common.Direction exit)
 {
     set_curve(X, Y, entrance, exit);
     obj.transform.position = new Vector3(X, Y, 0) + Dire_to_Vec(entrance) / 2f;
 }