public void MoveToEmptySlot(GameObject targetObject, ScrSlot emptySlot) { if (IsNearEmptySlot(targetObject, emptySlot)) { Debug.Log("IsNearEmptySlot"); Vector2 tempPosition = targetObject.transform.position; targetObject.transform.position = emptySlot.GetSlotPosition(); emptySlot.SetSlotPosition(tempPosition.x, tempPosition.y); int tempOrderX = targetObject.GetComponent <ScrBody>().orderX; int tempOrderY = targetObject.GetComponent <ScrBody>().orderY; targetObject.GetComponent <ScrBody>().orderX = emptySlot.GetOrderX(); targetObject.GetComponent <ScrBody>().orderY = emptySlot.GetOrderY(); emptySlot.SetOrder(tempOrderX, tempOrderY); } }
void CreatePartition(int ColumnCount) { for (int i = 0; i < ColumnCount; i++) { for (int j = 0; j < ColumnCount; j++) { scrPartition = new ScrPartition(); scrPartition.Initiate(ColumnCount, partitionWidth, cameraWidth, stageImage, boxBorder, i, j, scrSlots[i, j]); if (i == ColumnCount - 1 && j == ColumnCount - 1 - 1) { break; } } } emptySlot.SetOrder(ColumnCount - 1, ColumnCount - 1); emptySlot.SetSlotPosition(scrSlots[ColumnCount - 1, ColumnCount - 1].GetSlotPosition().x, scrSlots[ColumnCount - 1, ColumnCount - 1].GetSlotPosition().y); //emptySlot.gets }