public void addArrow(Bewegung.FARBEN color, Spielstein.MOVEDIRECTION direction) { float posx = 50 * potSolutions.Count; int zRot = 0; switch (direction) { case Spielstein.MOVEDIRECTION.right: zRot = 0; break; case Spielstein.MOVEDIRECTION.top: zRot = 90; break; case Spielstein.MOVEDIRECTION.down: zRot = -90; break; case Spielstein.MOVEDIRECTION.left: zRot = -180; break; } switch (color) { case Bewegung.FARBEN.blau: arrows.Add(Instantiate(Resources.Load("ArrowBlue"), new Vector3(posx, 476, 0), Quaternion.Euler(0, 0, (float)zRot), GameObject.Find("Panel").transform) as GameObject); break; case Bewegung.FARBEN.gruen: arrows.Add(Instantiate(Resources.Load("ArrowGreen"), new Vector3(posx, 476, 0), Quaternion.Euler(0, 0, (float)zRot), GameObject.Find("Panel").transform) as GameObject); break; case Bewegung.FARBEN.rot: arrows.Add(Instantiate(Resources.Load("ArrowRed"), new Vector3(posx, 476, 0), Quaternion.Euler(0, 0, (float)zRot), GameObject.Find("Panel").transform) as GameObject); break; case Bewegung.FARBEN.gelb: arrows.Add(Instantiate(Resources.Load("ArrowYellow"), new Vector3(posx, 476, 0), Quaternion.Euler(0, 0, (float)zRot), GameObject.Find("Panel").transform) as GameObject); break; } }
public Bewegung(Spielstein.MOVEDIRECTION d, FARBEN c) { direction = d; farbe = c; switch (farbe) { case FARBEN.blau: figur = GameObject.Find("Blau"); break; case FARBEN.rot: figur = GameObject.Find("Rot"); break; case FARBEN.gelb: figur = GameObject.Find("Gelb"); break; case FARBEN.gruen: figur = GameObject.Find("Gruen"); break; } }