private GameObject NextOne(Node._nodeState checkState, int xxx, int yyy, out int xSave, out int ySave) { if (xxx + 1 <= TextureBorder) { if (dotObjects[xxx + 1, yyy].GetComponent <Node>().state == checkState && !dotObjects[xxx + 1, yyy].GetComponent <Node>().drawCheck && !dotObjects[xxx + 1, yyy].GetComponent <Node>().breakpoint) { dotObjects[xxx + 1, yyy].GetComponent <Node>().drawCheck = true; xSave = xxx + 1; ySave = yyy; return(dotObjects[xxx + 1, yyy]); } } if (xxx - 1 >= 0) { if (dotObjects[xxx - 1, yyy].GetComponent <Node>().state == checkState && !dotObjects[xxx - 1, yyy].GetComponent <Node>().drawCheck && !dotObjects[xxx - 1, yyy].GetComponent <Node>().breakpoint) { dotObjects[xxx - 1, yyy].GetComponent <Node>().drawCheck = true; xSave = xxx - 1; ySave = yyy; return(dotObjects[xxx - 1, yyy]); } } if (yyy + 1 <= TextureBorder) { if (dotObjects[xxx, yyy + 1].GetComponent <Node>().state == checkState && !dotObjects[xxx, yyy + 1].GetComponent <Node>().drawCheck && !dotObjects[xxx, yyy + 1].GetComponent <Node>().breakpoint) { dotObjects[xxx, yyy + 1].GetComponent <Node>().drawCheck = true; xSave = xxx; ySave = yyy + 1; return(dotObjects[xxx, yyy + 1]); } } if (yyy - 1 >= 0) { if (dotObjects[xxx, yyy - 1].GetComponent <Node>().state == checkState && !dotObjects[xxx, yyy - 1].GetComponent <Node>().breakpoint && !dotObjects[xxx, yyy - 1].GetComponent <Node>().drawCheck) { dotObjects[xxx, yyy - 1].GetComponent <Node>().drawCheck = true; xSave = xxx; ySave = yyy - 1; return(dotObjects[xxx, yyy - 1]); } } xSave = -1; ySave = -1; return(null); }
private GameObject NextOne(Node._nodeState state, int xxx, int yyy, out int xSave, out int ySave, out bool enemyDetected) { if (xxx + 1 <= TextureBorder) { if (dotObjects[xxx + 1, yyy].GetComponent <Node>().state == state && !dotObjects[xxx + 1, yyy].GetComponent <Node>().drawCheck && !dotObjects[xxx + 1, yyy].GetComponent <Node>().breakpoint) { dotObjects[xxx + 1, yyy].GetComponent <Node>().drawCheck = true; xSave = xxx + 1; ySave = yyy; if (dotObjects[xxx + 1, yyy].GetComponent <Node>().enemyOnIt) { enemyDetected = true; } else { enemyDetected = false; } return(dotObjects[xxx + 1, yyy]); } } if (xxx - 1 >= 0) { if (dotObjects[xxx - 1, yyy].GetComponent <Node>().state == state && !dotObjects[xxx - 1, yyy].GetComponent <Node>().drawCheck && !dotObjects[xxx - 1, yyy].GetComponent <Node>().breakpoint) { dotObjects[xxx - 1, yyy].GetComponent <Node>().drawCheck = true; xSave = xxx - 1; ySave = yyy; if (dotObjects[xxx - 1, yyy].GetComponent <Node>().enemyOnIt) { enemyDetected = true; } else { enemyDetected = false; } return(dotObjects[xxx - 1, yyy]); } } if (yyy + 1 <= TextureBorder) { if (dotObjects[xxx, yyy + 1].GetComponent <Node>().state == state && !dotObjects[xxx, yyy + 1].GetComponent <Node>().drawCheck && !dotObjects[xxx, yyy + 1].GetComponent <Node>().breakpoint) { dotObjects[xxx, yyy + 1].GetComponent <Node>().drawCheck = true; xSave = xxx; ySave = yyy + 1; if (dotObjects[xxx, yyy + 1].GetComponent <Node>().enemyOnIt) { enemyDetected = true; } else { enemyDetected = false; } return(dotObjects[xxx, yyy + 1]); } } if (yyy - 1 >= 0) { if (dotObjects[xxx, yyy - 1].GetComponent <Node>().state == state && !dotObjects[xxx, yyy - 1].GetComponent <Node>().breakpoint && !dotObjects[xxx, yyy - 1].GetComponent <Node>().drawCheck) { dotObjects[xxx, yyy - 1].GetComponent <Node>().drawCheck = true; xSave = xxx; ySave = yyy - 1; if (dotObjects[xxx, yyy - 1].GetComponent <Node>().enemyOnIt) { enemyDetected = true; } else { enemyDetected = false; } return(dotObjects[xxx, yyy - 1]); } } xSave = -1; ySave = -1; enemyDetected = false; return(null); }