Esempio n. 1
0
    public static int[,] RotationMaxtrix(int[,] Matrix, int countRoll)
    {
        int[,] cloneMatrix   = CtrlGamePlay.CloneBoard(Matrix);
        int[,] MatrixRotaion = new int[cloneMatrix.GetLength(0), cloneMatrix.GetLength(1)];
        int count = 4;

        for (int x = 0; x < countRoll; x++)
        {
            count = 4;
            for (int i = 0; i < 4; i++)
            {
                count--;
                for (int j = 0; j < 4; j++)
                {
                    MatrixRotaion[i, j] = cloneMatrix[j, count];
                }
            }
            cloneMatrix = CtrlGamePlay.CloneBoard(MatrixRotaion);
        }
        return(cloneMatrix);
    }
Esempio n. 2
0
    public List <int[, ]> SplitMatrix(int[,] matrix, int[] row1, int[] col1)
    {
        int[,] type = CtrlGamePlay.CloneBoard(matrix);
        List <int[, ]> ListRowtMatrix   = new List <int[, ]>();
        List <int[, ]> ListColumnMatrix = new List <int[, ]>();
        List <int[, ]> TotalMatrix      = new List <int[, ]>();
        List <int>     ListPointRow     = new List <int>();
        List <int>     ListPointColumn  = new List <int>();


        ListPointRow.Add(0);
        ListPointColumn.Add(0);
        List <List <int[, ]> > ListColumMatrix_1 = new List <List <int[, ]> >();

        if (row1 != null)
        {
            ListRowtMatrix = SplitRowMatrix(type, row1, ref ListPointRow);

            for (int i = 0; i < ListRowtMatrix.Count; i++)
            {
                Debug.Log("Split Row");
                Debug.Log(CtrlGamePlay.Render(ListRowtMatrix[i]));
            }
        }

        if (ListRowtMatrix.Count != 0 && col1 != null)
        {
            for (int i = 0; i < ListRowtMatrix.Count; i++)
            {
                Debug.Log("Split Col");
                ListColumMatrix_1.Add(SplitColumnMatrix(ListRowtMatrix[i], col1, ref ListPointColumn));
            }
            for (int j = 0; j < ListColumMatrix_1.Count; j++)
            {
                for (int k = 0; k < ListColumMatrix_1[j].Count; k++)
                {
                    Debug.Log(CtrlGamePlay.Render(ListColumMatrix_1[j][k]));
                }
            }


            if (ListColumMatrix_1.Count != 0)
            {
                for (int j = 0; j < ListColumMatrix_1.Count; j++)
                {
                    for (int k = 0; k < ListColumMatrix_1[j].Count; k++)
                    {
                        ListColumnMatrix.Add(ListColumMatrix_1[j][k]);
                    }
                }
            }
            for (int i = 0; i < ListColumnMatrix.Count; i++)
            {
                TotalMatrix.Add(ListColumnMatrix[i]);
            }
        }
        else if (col1 != null)
        {
            ListColumnMatrix = SplitColumnMatrix(type, col1, ref ListPointColumn);
            for (int i = 0; i < ListColumnMatrix.Count; i++)
            {
                TotalMatrix.Add(ListColumnMatrix[i]);
            }
            List <Vector2> Points = new List <Vector2>();
        }
        else if (row1 != null)
        {
            for (int i = 0; i < ListRowtMatrix.Count; i++)
            {
                TotalMatrix.Add(ListRowtMatrix[i]);
            }
        }
        else
        {
            TotalMatrix.Add(type);
        }

        List <Vector2> ListPoint = GrounpPoint(ListPointRow, ListPointColumn);

        Debug.Log("SPLIT POINT ");

        for (int i = 0; i < ListPoint.Count; i++)
        {
            Debug.Log(ListPoint[i].x + "  " + ListPoint[i].y);
        }

        for (int i = 0; i < TotalMatrix.Count; i++)
        {
            Debug.Log("SHAPE : " + CtrlGamePlay.Render(TotalMatrix[i]));
        }

        return(TotalMatrix);
    }