Esempio n. 1
0
        private void UnlockDoor(Door door)
        {
            if (door.State == DoorState.Unlocking)
            {
                door.State = DoorState.Unlocked;
                _doors.Remove(door.WorldIndex);

                Door value;
                // Left
                if (_doors.TryGetValue(door.WorldIndex - Vector2i.UnitX, out value))
                {
                    if (value.State != DoorState.Unlocked)
                    {
                        _nextDoorsToCheck.Enqueue(_doors[door.WorldIndex - Vector2i.UnitX]);
                    }
                }

                // Right
                if (_doors.TryGetValue(door.WorldIndex + Vector2i.UnitX, out value))
                {
                    if (value.State != DoorState.Unlocked)
                    {
                        _nextDoorsToCheck.Enqueue(_doors[door.WorldIndex + Vector2i.UnitX]);
                    }
                }

                // Up
                if (_doors.TryGetValue(door.WorldIndex - Vector2i.UnitY, out value))
                {
                    if (value.State != DoorState.Unlocked)
                    {
                        _nextDoorsToCheck.Enqueue(_doors[door.WorldIndex - Vector2i.UnitY]);
                    }
                }

                // Down
                if (_doors.TryGetValue(door.WorldIndex + Vector2i.UnitY, out value))
                {
                    if (value.State != DoorState.Unlocked)
                    {
                        _nextDoorsToCheck.Enqueue(_doors[door.WorldIndex + Vector2i.UnitY]);
                    }
                }
            }
        }
Esempio n. 2
0
        public void StartUnlocking(Door unlockingStartingDoor)
        {
            if (!_isUnlocking)
            {
                _isUnlocking = true;
                foreach (Door door in _doors.Values)
                {
                    if (door.State != DoorState.Locked)
                    {
                        throw new ArgumentException("Door is already unlocked!");
                    }

                    door.State = DoorState.Unlocking;
                }

                _nextDoorsToCheck.Enqueue(unlockingStartingDoor);
            }
        }