void InstantiateCellDisplay(BrickArrangement inputBrickArrangement) { foreach (Cell cell in brickArrangement.arrangementGraph.availableCells) { availableCellsInScene.Add(Instantiate(brickCellMesh, inputBrickArrangement.GetRealCellPosition(cell) + inputBrickArrangement.displayCellOffset, Quaternion.identity, brickCellMesh.transform.parent)); } }
void UpdateCellDisplay(BrickArrangement inputBrickArrangement) { if (graphBranchesAreShowing == true) { for (int i = 0; i < brickArrangement.arrangementGraph.availableCells.Count; i++) { // availableCellsInScene[i].transform.position = inputBrickArrangement.GetRealCellPosition(brickArrangement.arrangementGraph.availableCells[i]); if (brickArrangement.arrangementGraph.availableCells[i].isPath == true) { availableCellsInScene[i].GetComponent <Renderer>().material.color = Color.yellow; } else if (brickArrangement.arrangementGraph.availableCells[i].isStart == true) { availableCellsInScene[i].GetComponent <Renderer>().material.color = Color.green; } else if (brickArrangement.arrangementGraph.availableCells[i].isEnd == true) { availableCellsInScene[i].GetComponent <Renderer>().material.color = Color.red; } else { availableCellsInScene[i].GetComponent <Renderer>().material.color = Color.grey; } } } }
void UpdateBricks(BrickArrangement inputBrickArrangement) { //for (int i = 0; i < inputBrickArrangement.allBricks.Count; i++) //{ // bricksInScene[i].transform.position = inputBrickArrangement.GetRealBrickPosition(inputBrickArrangement.allBricks[i]); // bricksInScene[i].transform.rotation = inputBrickArrangement.allBricks[i].rotation; //} }
void DestroyCellDisplay(BrickArrangement inputBrickArrangement) { foreach (GameObject cell in availableCellsInScene) { Destroy(cell); } availableCellsInScene.Clear(); }
void InstantiateBricks(BrickArrangement inputBrickArrangement) { foreach (Brick brick in inputBrickArrangement.allBricks) { bricksInScene.Add(Instantiate(brickMesh, inputBrickArrangement.GetRealBrickPosition(brick), brick.rotation, brickMesh.transform.parent)); } brickArrangement.GenerateGraph(); InstantiateCellDisplay(inputBrickArrangement); }
void DestroyGraphBranches(BrickArrangement inputBrickArrangement) { foreach (LineRenderer line in graphLines) { Destroy(line); } graphLines.Clear(); foreach (GameObject graphBranch in graphBranchesInScene) { Destroy(graphBranch); } graphBranchesInScene.Clear(); }
void InstantiateGraphBranches(BrickArrangement inputBrickArrangement) { foreach (GraphBranch branch in brickArrangement.arrangementGraph.graphBranches) { graphBranchesInScene.Add(Instantiate(lineRendererObject, lineRendererObject.transform.parent)); } for (int i = 0; i < graphBranchesInScene.Count; i++) { var line = graphBranchesInScene[i].AddComponent <LineRenderer>(); line.material = graphMaterial; line.widthMultiplier = 0.005f; line.positionCount = 2; graphLines.Add(line); } graphBranchesAreShowing = true; }
public Robot(Cell startPosition, BrickArrangement inputBrickArrangement) { position = startPosition; brickArrangement = inputBrickArrangement; rotation = Quaternion.Euler(0, 0, 0); }
public BuildManager(BrickArrangement _inputBrickArrangment) { brickArrangement = _inputBrickArrangment; }
void UpdateGateCell(BrickArrangement inputBrickArrangement) { GameObject gateCellMarker = Instantiate(gateCellMarkerMesh, inputBrickArrangement.GetRealPosition(inputBrickArrangement.gateCell) + gateCellOffset, Quaternion.identity); }
void UpdateLineDisplay(BrickArrangement inputBrickArrangement) { for (int i = 0; i < graphLines.Count; i++) { Vector3 lineDisplaySeparatorFactor = new Vector3(0, 0, 0); if (inputBrickArrangement.arrangementGraph.graphBranches[i].type >= 2 && inputBrickArrangement.arrangementGraph.graphBranches[i].type <= 5) { lineDisplaySeparatorFactor = lineDisplaySeparator * 1; } if (inputBrickArrangement.arrangementGraph.graphBranches[i].type >= 12 && inputBrickArrangement.arrangementGraph.graphBranches[i].type <= 15) { lineDisplaySeparatorFactor = lineDisplaySeparator * 2; } if (inputBrickArrangement.arrangementGraph.graphBranches[i].type >= -5 && inputBrickArrangement.arrangementGraph.graphBranches[i].type <= -2) { lineDisplaySeparatorFactor = lineDisplaySeparator * 0; } // horizontalSteps if (inputBrickArrangement.arrangementGraph.graphBranches[i].type == 2) { graphLines[i].material.color = gradientColours[4]; } if (inputBrickArrangement.arrangementGraph.graphBranches[i].type == 3) { graphLines[i].material.color = gradientColours[5]; } if (inputBrickArrangement.arrangementGraph.graphBranches[i].type == 4) { graphLines[i].material.color = gradientColours[6]; } if (inputBrickArrangement.arrangementGraph.graphBranches[i].type == 5) { graphLines[i].material.color = gradientColours[7]; } // upSteps if (inputBrickArrangement.arrangementGraph.graphBranches[i].type == 12) { graphLines[i].material.color = gradientColours[8]; } if (inputBrickArrangement.arrangementGraph.graphBranches[i].type == 13) { graphLines[i].material.color = gradientColours[9]; } if (inputBrickArrangement.arrangementGraph.graphBranches[i].type == 14) { graphLines[i].material.color = gradientColours[10]; } if (inputBrickArrangement.arrangementGraph.graphBranches[i].type == 15) { graphLines[i].material.color = gradientColours[11]; } // downSteps if (inputBrickArrangement.arrangementGraph.graphBranches[i].type == -2) { graphLines[i].material.color = gradientColours[0]; } if (inputBrickArrangement.arrangementGraph.graphBranches[i].type == -3) { graphLines[i].material.color = gradientColours[1]; } if (inputBrickArrangement.arrangementGraph.graphBranches[i].type == -4) { graphLines[i].material.color = gradientColours[2]; } if (inputBrickArrangement.arrangementGraph.graphBranches[i].type == -5) { graphLines[i].material.color = gradientColours[3]; } graphLines[i].SetPosition(0, inputBrickArrangement.GetRealCellPosition(brickArrangement.arrangementGraph.graphBranches[i].start) + inputBrickArrangement.displayCellOffset + lineDisplaySeparatorFactor + new Vector3(0, 0.6f, 0)); graphLines[i].SetPosition(1, inputBrickArrangement.GetRealCellPosition(brickArrangement.arrangementGraph.graphBranches[i].end) + inputBrickArrangement.displayCellOffset + lineDisplaySeparatorFactor + new Vector3(0, 0.6f, 0)); } }