Esempio n. 1
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    // Connect this board space with another, creating a line between them
    public void Connect(BoardSpace space)
    {
        Vector3        lineStart = GetScreenPosition();
        Vector3        lineEnd   = space.GetScreenPosition();
        ConnectionLine line      = connectionLines.GetUnusedLine();

        line.SetPoints(lineStart, lineEnd);
        connectedSpaces.Add(space);
    }
Esempio n. 2
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    // Line from the last connected space to the touch position
    void UpdateLine(Vector3 touchPos)
    {
        if (!currentDotLink.IsEmpty())
        {
            BoardSpace lastConnected = currentDotLink.lastConnected;
            Vector3    lineStart     = lastConnected.GetScreenPosition();

            touchLine.SetType(lastConnected.GetCurrentDot().GetDotType());
            touchLine.SetPoints(lineStart, touchPos);
        }
    }
Esempio n. 3
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 // Search the possbile spaces for one close enough to the touch
 BoardSpace FindSpace(Vector3 touchPos, List <BoardSpace> possibleSpaces)
 {
     for (int i = 0; i < possibleSpaces.Count; i++)
     {
         BoardSpace curSpace  = possibleSpaces[i];
         float      touchDist = Vector3.Distance(touchPos, curSpace.GetScreenPosition());
         if (touchDist < board.DotTouchDistance)
         {
             return(curSpace);
         }
     }
     return(null);
 }
Esempio n. 4
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    // Find valid space, searching all board spaces for one close enough to the touch
    BoardSpace FindFirstSpace(Vector3 touchPos)
    {
        List <List <BoardSpace> > boardArray = board.BoardArray;

        for (int i = 0; i < boardArray.Count; i++)
        {
            for (int k = 0; k < boardArray[i].Count; k++)
            {
                BoardSpace curSpace  = boardArray[i][k];
                float      touchDist = Vector3.Distance(touchPos, curSpace.GetScreenPosition());
                if (touchDist < board.DotTouchDistance)
                {
                    return(curSpace);
                }
            }
        }
        return(null);
    }