// num : 해당 라인에서 부숴지지 않아야 할 큐브의 갯수 // groups : 부숴지지 않아야 할 큐브들이 몇 개의 뭉치로 나누어져있는지 갯수 (2개면 동그라미, 3개 이상이면 네모를 추가로 그림) void SetNumberClue(int faceIndex, int num, Puzzle.CLUE_SHAPE shape) { Material[] materialsArray = faceMeshRanders[faceIndex].materials; // 숫자 쓰기 Material numberClueMaterial = Resources.Load <Material>(@"cubeFace/Materials/clue-" + num.ToString()); materialsArray[(int)MATERIAL_INDEX.NUMBERCLUE] = numberClueMaterial; // 모양 그리기 switch (shape) { case Puzzle.CLUE_SHAPE.NONE: break; case Puzzle.CLUE_SHAPE.CIRCLE: { Material circleMaterial = Resources.Load <Material>("cubeFace/Materials/circle"); materialsArray[(int)MATERIAL_INDEX.CIRCLE_SQAURE] = circleMaterial; } break; case Puzzle.CLUE_SHAPE.SQUARE: { Material squareMaterial = Resources.Load <Material>("cubeFace/Materials/square"); materialsArray[(int)MATERIAL_INDEX.CIRCLE_SQAURE] = squareMaterial; } break; } faceMeshRanders[faceIndex].materials = materialsArray; }
public void SetFrontBackNumberClue(int num, Puzzle.CLUE_SHAPE shape) { if (num < 0) { return; } SetNumberClue((int)FACE_INDEX.FRONT, num, shape); SetNumberClue((int)FACE_INDEX.BACK, num, shape); }
public void SetTopBottomNumberClue(int num, Puzzle.CLUE_SHAPE shape) { if (num < 0) { return; } SetNumberClue((int)FACE_INDEX.TOP, num, shape); SetNumberClue((int)FACE_INDEX.BOTTOM, num, shape); }
public void SetRightLeftNumberClue(int num, Puzzle.CLUE_SHAPE shape) { if (num < 0) { return; } SetNumberClue((int)FACE_INDEX.RIGHT, num, shape); SetNumberClue((int)FACE_INDEX.LEFT, num, shape); }