Esempio n. 1
0
    void removePieceFromWallZ(PieceObject tempPiece, int zVal)
    {
        var        tempList = tempPiece.getActualObjects();
        var        currNode = tempList.First;
        GameObject currObject;

        //bool tempBool;
        //tempBool = false;
        Debug.Log(tempList.Count);

        while (currNode != null)
        {
            Debug.Log("recursion tick2");
            //Debug.Log("one Node");
            currObject = currNode.Value;
            currNode   = currNode.Next;
            //Debug.Log(currNode);

            if (currObject.transform.position.y <= sizeDim + yOffset - 4 && currObject.transform.position.z == zVal)
            {
                Debug.Log("gameobject is part of wall and not above");
                //Debug.Log("0 y value");
                tempPiece.removeObjectFromActualObjects(currObject);
                Destroy(currObject);
            }
        }
    }
Esempio n. 2
0
    //Confusing Name; Takes in a piece that is intersecting a floor, edits it so that everything on that floor is removed and everything else is moved down according to gravity
    void removePieceFromFloor(PieceObject tempPiece, int floorVal)
    {
        var        tempList = tempPiece.getActualObjects();
        var        currNode = tempList.First;
        GameObject currObject;

        //Debug.Log(tempList.Count);
        while (currNode != null)
        {
            //Debug.Log("one Node");
            currObject = currNode.Value;
            currNode   = currNode.Next;
            //Debug.Log(currNode);
            if (currObject.transform.position.y == floorVal)
            {
                //Debug.Log("0 y value");
                tempPiece.removeObjectFromActualObjects(currObject);
                Destroy(currObject);
            }
            else
            {
                if (currObject.transform.position.y > floorVal)
                {
                    currObject.transform.Translate(new Vector3(0, -1, 0), Space.World);
                }
            }
        }
    }