コード例 #1
0
    private GridNode CheckforScopeToMove(TraversalDirection dir, int count)
    {
        GridNode node = gridManager.GetRandomPosition();
        GridNode n    = node;

        for (int i = 0; i < count; i++)
        {
            node = gridManager.GetNextNode(node, dir);
            if (node.isFilled)
            {
                return(null);
            }
        }
        return(n);
    }
コード例 #2
0
ファイル: GameManager.cs プロジェクト: lokeshs26gp/3D-Snake
    private void ChangeState(GAMESTATE state)
    {
        switch (_gameState)
        {
        case GAMESTATE.INITILIZE:
            break;

        case GAMESTATE.GAMEPLAY:
            break;

        case GAMESTATE.PAUSE:
            if (state == GAMESTATE.GAMEPLAY)
            {
                StartCoroutine(StartGame());
            }
            break;

        case GAMESTATE.GAMEOVER:
            break;
        }
        _gameState = state;
        switch (state)
        {
        case GAMESTATE.INITILIZE:
            gridManager.Initilize(GridSize);
            goto default;

        case GAMESTATE.INITILIZECOMPLETE:
            fruitObj         = gridManager.SetCollectObject(CollectPrefab, PoolManager.GetInstance().GetPoolContainer(false), true, out fruitNode);
            currentNode      = gridManager.GetRandomPosition(10, 10);
            currentDirection = (TraversalDirection)(Random.Range(1, 4));
            SetInitilialPositions(currentNode, currentDirection);
            if (currentDirection == TraversalDirection.LEFT)
            {
                currentDirection = TraversalDirection.RIGHT;
            }
            else if (currentDirection == TraversalDirection.RIGHT)
            {
                currentDirection = TraversalDirection.LEFT;
            }
            else if (currentDirection == TraversalDirection.BOTTOM)
            {
                currentDirection = TraversalDirection.TOP;
            }
            else if (currentDirection == TraversalDirection.TOP)
            {
                currentDirection = TraversalDirection.BOTTOM;
            }
            goto default;

        case GAMESTATE.GAMEPLAY:
            StartCoroutine(StartGame());
            goto default;

        case GAMESTATE.PAUSE:
            goto default;

        case GAMESTATE.GAMEEND:
            StartCoroutine(ChangeState(GAMESTATE.GAMEOVER, 1.0f));
            goto default;

        case GAMESTATE.GAMEOVER:
            if (OnGameStateChangeEvent != null)
            {
                OnGameStateChangeEvent(_gameState);
            }
            SoundManager.AudioPlayEvent(ConstantsList.Sfx_GameOver);
            Score = _score;
            break;

        default:
            if (OnGameStateChangeEvent != null)
            {
                OnGameStateChangeEvent(_gameState);
            }
            break;
        }
    }