Esempio n. 1
0
 private void Edit_SetNextTile(int _colour)
 {
     m_editLayout.SetColour(m_cursorX, m_cursorY, _colour);
     m_layoutChanged = true;         // forces the solver to restart when entering solve mode
     UpdateTileVisuals(m_cursorX, m_cursorY, _colour, false);
     Edit_MoveCursorToNextTile();
 }
Esempio n. 2
0
    }     // Update

    private void UpdateTileVisuals(int _x, int _y, int _tileColour, bool _highlightRemovedTiles)
    {
        // If _highlightRemovedTiles is true then we add a 'removed tile' prefab for any spaces that are now empty
        // but weren't at the last time this was called. Otherwise, empty spaces have no prefab.

        int  index          = _x + _y * Constants.EditableWidth;
        int  prevColour     = m_visibleLayout.GetColour(_x, _y);
        bool tileHasChanged = (prevColour != _tileColour) ||        // contents of tile has changed
                              ((_tileColour == 0) && (_highlightRemovedTiles || (m_tiles[index] != null)));                               // tile remains empty but we're possibly toggling whether to highlight it or not

        if (tileHasChanged)
        {
            m_visibleLayout.SetColour(_x, _y, _tileColour);

            if (m_tiles[index] != null)
            {
                GameObject.Destroy(m_tiles[index].gameObject);
            }
            if ((_tileColour > 0) || (_highlightRemovedTiles && (prevColour != 0)))
            {
                GameObject prefab = (_tileColour > 0) ? m_tilePrefabs[_tileColour - 1] : m_removedTilePrefab;
                m_tiles[index]               = GameObject.Instantiate(prefab).transform;
                m_tiles[index].parent        = m_groundTiles[index];
                m_tiles[index].localPosition = Vector3.zero;
                m_tiles[index].localRotation = Quaternion.identity;
            }
            else
            {
                m_tiles[index] = null;
            }
        }
    }