コード例 #1
0
 // 각 parent 좌표(x,y,z)에 해당하는 planeBlock들의 접근을 담당
 // planeBlock 들의 특수한 아이템(EGG 를 터치했을 때 색상 변화 등)들의 인터렉션을 옵저버할 수 있다.
 public override void Initialize(int origin, int j, int k)
 {
     base.Initialize(origin, j, k);
     planeBlockGroup = new PlaneBlock[GameDesignManager.blockLevelSize * GameDesignManager.blockLevelSize];
     StartCoroutine(RoutineShowUp(transform, SFXSoundType.BlockDrop, landingheight, landingTime));
     _isOncleared = false;
 }
コード例 #2
0
 private void SetPlaneBlock()
 {
     for (int i = 0; i < axisIndex; i++)  //axisIndex: 0 == x, 1 == y, 2 == z
     {
         for (int j = 0; j < BlockSize; j++)
         {
             for (int k = 0; k < BlockSize; k++)
             {
                 GameObject block      = Instantiate(planeBlock) as GameObject;
                 PlaneBlock planeblock = block.GetComponent <PlaneBlock>();
                 planeblock.Initialize(i, j, k);
                 blockArray[i, j, k] = planeblock;
             }
         }
     }
 }
コード例 #3
0
 private void SetPlaneBlock(int blockSize)
 {
     for (int i = 0; i < _axisIndex; i++)
     {
         for (int j = 0; j < blockSize; j++)
         {
             for (int k = 0; k < blockSize; k++)
             {
                 GameObject block      = Instantiate(planeBlock) as GameObject;
                 PlaneBlock planeblock = block.GetComponent <PlaneBlock>();
                 planeblock.Initialize(i, j, k);
                 planeArray[i, j, k] = planeblock;
             }
         }
     }
 }
コード例 #4
0
    private void OnTriggerEnter(Collider other)
    {
        if (other.gameObject.layer.Equals(10))
        {
            planeBlock = other.GetComponent <PlaneBlock>();

            switch (planeBlock.category)
            {
            case PlaneItemType.Direction:     // planeSensor 에서 할 일
                switch (planeBlock.CurrentItemName)
                {
                case PlaneChildItem.Clockwise:
                    ActionByClockWise();
                    break;

                case PlaneChildItem.CounterClockwise:
                    ActionByCounterClockWise();
                    break;

                case PlaneChildItem.Slash:
                    ActionBySlash();
                    break;

                case PlaneChildItem.BackSlash:
                    ActionByBackSlash();
                    break;

                default:
                    // PlaneInteractionType.None
                    break;
                }
                break;

            default:     // planeBlock 에서 할 일
                planeBlock.ActionByMover();
                break;
            }
        }
    }