Esempio n. 1
0
        void Cycle4CubleletsReverse(Vector3Int c0, Vector3Int c1, Vector3Int c2, Vector3Int c3, RotationDirection direction)
        {
            if (direction == RotationDirection.reverse)
            {
                Cycle4Cublelets(c0, c1, c2, c3, RotationDirection.normal);
                return;
            }

            CubeletData cd = _cubeletData[c3.x, c3.y, c3.z];

            _cubeletData[c3.x, c3.y, c3.z] = _cubeletData[c2.x, c2.y, c2.z];
            _cubeletData[c2.x, c2.y, c2.z] = _cubeletData[c1.x, c1.y, c1.z];
            _cubeletData[c1.x, c1.y, c1.z] = _cubeletData[c0.x, c0.y, c0.z];
            _cubeletData[c0.x, c0.y, c0.z] = cd;
        }
Esempio n. 2
0
        // Create the Cubelets of the Cube,
        // and record the original copy and transforms for quick reset.
        void Start()
        {
            _origSphereTransformData = new TransformData(innerSphere.transform);

            for (int x = 0; x < 5; x++)
            {
                for (int y = 0; y < 5; y++)
                {
                    for (int z = 0; z < 5; z++)
                    {
                        if (IsOuterCubelet(x, y, z))
                        {
                            CubeletData cData = CreateCubelet(x, y, z);
                            _cubeletData[x, y, z] = cData;

                            _origCubeletData[x, y, z] = cData;

                            // Copy the original configuration to allow quick reset.
                            _origTransformData[x, y, z] = new TransformData(cData.cubelet.transform);
                        }
                    }
                }
            }
        }
Esempio n. 3
0
        public CubeletData CreateCubelet(int x, int y, int z)
        {
            string codeNumber = string.Format("{0}{1}{2}", x, y, z);

            float xTrans = (x - 2) * 1.0f;
            float yTrans = (y - 2) * 1.0f;
            float zTrans = (z - 2) * 1.0f;

            string codeName = "Cubelet" + codeNumber;

            CubeletData cData = new CubeletData();

            GameObject cubelet = new GameObject(codeName);

            cData.cubelet = cubelet;

            GameObject cubeletTop    = new GameObject(codeName + "Top");
            GameObject cubeletBottom = new GameObject(codeName + "Bottom");
            GameObject cubeletFront  = new GameObject(codeName + "Front");
            GameObject cubeletBack   = new GameObject(codeName + "Back");
            GameObject cubeletLeft   = new GameObject(codeName + "Left");
            GameObject cubeletRight  = new GameObject(codeName + "Right");

            cubelet.transform.parent = cubeRoot.transform;

            cubeletTop.transform.parent    = cubelet.transform;
            cubeletBottom.transform.parent = cubelet.transform;
            cubeletFront.transform.parent  = cubelet.transform;
            cubeletBack.transform.parent   = cubelet.transform;
            cubeletLeft.transform.parent   = cubelet.transform;
            cubeletRight.transform.parent  = cubelet.transform;

            cubelet.transform.Translate(xTrans, yTrans, zTrans);

            MeshFilter mfTop    = cubeletTop.AddComponent <MeshFilter>();
            MeshFilter mfBottom = cubeletBottom.AddComponent <MeshFilter>();
            MeshFilter mfFront  = cubeletFront.AddComponent <MeshFilter>();
            MeshFilter mfBack   = cubeletBack.AddComponent <MeshFilter>();
            MeshFilter mfLeft   = cubeletLeft.AddComponent <MeshFilter>();
            MeshFilter mfRight  = cubeletRight.AddComponent <MeshFilter>();

            MeshRenderer mrTop    = cubeletTop.AddComponent <MeshRenderer>();
            MeshRenderer mrBottom = cubeletBottom.AddComponent <MeshRenderer>();
            MeshRenderer mrFront  = cubeletFront.AddComponent <MeshRenderer>();
            MeshRenderer mrBack   = cubeletBack.AddComponent <MeshRenderer>();
            MeshRenderer mrLeft   = cubeletLeft.AddComponent <MeshRenderer>();
            MeshRenderer mrRight  = cubeletRight.AddComponent <MeshRenderer>();

            if (y == 4)
            {
                mrTop.material = faceMaterialBlue;
                mrTop.materials[0].mainTexture = _cubeFaceletTextures[x, z];
            }
            else
            {
                mrTop.material = faceMaterialBlack;
            }

            if (y == 0)
            {
                mrBottom.material = faceMaterialGreen;
                mrBottom.materials[0].mainTexture = _cubeFaceletTextures[x, 4 - z];
            }
            else
            {
                mrBottom.material = faceMaterialBlack;
            }

            if (z == 0)
            {
                mrFront.material = faceMaterialYellow;
                mrFront.materials[0].mainTexture = _cubeFaceletTextures[x, y];
            }
            else
            {
                mrFront.material = faceMaterialBlack;
            }

            if (z == 4)
            {
                mrBack.material = faceMaterialWhite;
                mrBack.materials[0].mainTexture = _cubeFaceletTextures[4 - x, y];   // NOTE: On map, the FacePanel is thereby rotated 180 degrees.
            }
            else
            {
                mrBack.material = faceMaterialBlack;
            }

            if (x == 0)
            {
                mrLeft.material = faceMaterialRed;
                mrLeft.materials[0].mainTexture = _cubeFaceletTextures[4 - z, y];
            }
            else
            {
                mrLeft.material = faceMaterialBlack;
            }

            if (x == 4)
            {
                mrRight.material = faceMaterialOrange;
                mrRight.materials[0].mainTexture = _cubeFaceletTextures[z, y];  // OK!
            }
            else
            {
                mrRight.material = faceMaterialBlack;
            }

            cData.textureNumberBack  = mrBack.materials[0].mainTexture;
            cData.textureNumberFront = mrFront.materials[0].mainTexture;
            cData.textureNumberLeft  = mrLeft.materials[0].mainTexture;
            cData.textureNumberRight = mrRight.materials[0].mainTexture;
            cData.textureNumberUp    = mrTop.materials[0].mainTexture;
            cData.textureNumberDown  = mrBottom.materials[0].mainTexture;


            // x axis points right. y axis points up. z axis points into the screen.

            // Top --------------------

            mfTop.mesh = new Mesh
            {
                vertices  = new Vector3[] { vMPM, vMPP, vPPP, vPPM },
                uv        = stdUV,
                triangles = stdTriangles
            };

            RecalculateMesh(mfTop);

            // Bottom -----------------

            mfBottom.mesh = new Mesh
            {
                vertices  = new Vector3[] { vMMP, vMMM, vPMM, vPMP },
                uv        = stdUV,
                triangles = stdTriangles
            };

            RecalculateMesh(mfBottom);

            // Front ------------------

            mfFront.mesh = new Mesh
            {
                vertices  = new Vector3[] { vMMM, vMPM, vPPM, vPMM },
                uv        = stdUV,
                triangles = stdTriangles
            };

            RecalculateMesh(mfFront);

            // Back -------------------

            mfBack.mesh = new Mesh
            {
                vertices  = new Vector3[] { vPMP, vPPP, vMPP, vMMP },
                uv        = stdUV,
                triangles = stdTriangles
            };

            RecalculateMesh(mfBack);

            // Left -------------------

            mfLeft.mesh = new Mesh
            {
                vertices  = new Vector3[] { vMMP, vMPP, vMPM, vMMM },
                uv        = stdUV,
                triangles = stdTriangles
            };

            RecalculateMesh(mfLeft);

            // Right ------------------

            mfRight.mesh = new Mesh
            {
                vertices  = new Vector3[] { vPMM, vPPM, vPPP, vPMP },
                uv        = stdUV,
                triangles = stdTriangles
            };

            RecalculateMesh(mfRight);

            // Now, set up the extra cubelet stuff.
            cubelet.AddComponent <BoxCollider>();

            Rigidbody rb = cubelet.AddComponent <Rigidbody>();

            rb.useGravity  = false;
            rb.isKinematic = true;

            cubelet.tag   = "Cubelet";
            cubelet.layer = 8;  // "Clickable"

            return(cData);
        }
Esempio n. 4
0
        public void CycleTextures()
        {
            _textureType = AnimationData.CycleTextureType(_textureType);

            GameObject cubeletFaceUp, cubeletFaceDown, cubeletFaceFront, cubeletFaceBack, cubeletFaceLeft, cubeletFaceRight;
            Texture    textureUp, textureDown, textureFront, textureBack, textureLeft, textureRight;

            if (_textureType == TextureType.plain)
            {
                textureUp    = texturePlain;
                textureDown  = texturePlain;
                textureFront = texturePlain;
                textureBack  = texturePlain;
                textureLeft  = texturePlain;
                textureRight = texturePlain;
            }
            else // if (_textureType == TextureType.none)
            {
                textureUp    = null;
                textureDown  = null;
                textureFront = null;
                textureBack  = null;
                textureLeft  = null;
                textureRight = null;
            }

            for (int x = 0; x < 5; x++)
            {
                for (int y = 0; y < 5; y++)
                {
                    for (int z = 0; z < 5; z++)
                    {
                        if (IsOuterCubelet(x, y, z))
                        {
                            CubeletData cData = _cubeletData[x, y, z];

                            cubeletFaceUp    = cData.cubelet.transform.GetChild(0).gameObject;
                            cubeletFaceDown  = cData.cubelet.transform.GetChild(1).gameObject;
                            cubeletFaceFront = cData.cubelet.transform.GetChild(2).gameObject;
                            cubeletFaceBack  = cData.cubelet.transform.GetChild(3).gameObject;
                            cubeletFaceLeft  = cData.cubelet.transform.GetChild(4).gameObject;
                            cubeletFaceRight = cData.cubelet.transform.GetChild(5).gameObject;

                            if (_textureType == TextureType.number)
                            {
                                textureUp    = cData.textureNumberUp;
                                textureDown  = cData.textureNumberDown;
                                textureFront = cData.textureNumberFront;
                                textureBack  = cData.textureNumberBack;
                                textureLeft  = cData.textureNumberLeft;
                                textureRight = cData.textureNumberRight;
                            }

                            cubeletFaceUp.GetComponent <MeshRenderer>().materials[0].mainTexture    = textureUp;
                            cubeletFaceDown.GetComponent <MeshRenderer>().materials[0].mainTexture  = textureDown;
                            cubeletFaceFront.GetComponent <MeshRenderer>().materials[0].mainTexture = textureFront;
                            cubeletFaceBack.GetComponent <MeshRenderer>().materials[0].mainTexture  = textureBack;
                            cubeletFaceLeft.GetComponent <MeshRenderer>().materials[0].mainTexture  = textureLeft;
                            cubeletFaceRight.GetComponent <MeshRenderer>().materials[0].mainTexture = textureRight;
                        }
                    }
                }
            }
        }