コード例 #1
0
    /// <summary>
    /// 選択終了
    /// </summary>
    public void SelectEnd()
    {
        if (select_data.Count < 2)
        {
            Debug.Log("選択しているデータを削除");
            select_data.Clear();
            return;
        }

        StageIslandDataList _connect_list = new StageIslandDataList();

        _connect_list.ConnetIsland = new List <StageIslandData>();
        _connect_list.ConnetIsland.AddRange(select_data);


        play_stage_data.ConnectIsland.Add(_connect_list);

        StageIslandData _prev_data = null;
        StageIslandData _next_data = null;

        foreach (var _data in _connect_list.ConnetIsland)
        {
            if (null == _prev_data)
            {
                _prev_data = _data;
                cube_controllers[_prev_data.x_index, _prev_data.y_index].SettingState(CubeState.Confilm);

                continue;
            }
            _next_data = _data;

            Debug.LogFormat("prev:x:{0},y:{1} next :x:{2},y:{3}"
                            , _prev_data.x_index, _prev_data.y_index
                            , _next_data.x_index, _next_data.y_index);
            create_load_cube(
                cube_controllers[_prev_data.x_index, _prev_data.y_index].gameObject.transform.position
                , cube_controllers[_next_data.x_index, _next_data.y_index].gameObject.transform.position
                , _next_data.x_index - _prev_data.x_index
                , _next_data.y_index - _prev_data.y_index);

            _prev_data = _next_data;

            cube_controllers[_prev_data.x_index, _prev_data.y_index].SettingState(CubeState.Confilm);
        }

        select_data.Clear();
    }
コード例 #2
0
    /// <summary>
    /// ステージデータの中身をコピーする
    /// </summary>
    /// <param name="_stage_data"></param>
    public PlayableStageData(StageData _stage_data)
    {
        PlayerPos = new StageIslandData()
        {
            x_index = _stage_data.PlayerPos.x_index,
            y_index = _stage_data.PlayerPos.y_index
        };

        LoopIndex = _stage_data.LoopIndex;

        ConnectIsland = new List <StageIslandDataList>();

        foreach (var _list_data in _stage_data.ConnectIsland)
        {
            List <StageIslandData> _is_land_data = new List <StageIslandData>();

            foreach (var _data in _list_data.ConnetIsland)
            {
                StageIslandData _island_data = new StageIslandData()
                {
                    x_index = _data.x_index,
                    y_index = _data.y_index
                };

                _is_land_data.Add(_island_data);
            }
            StageIslandDataList _chank_list = new StageIslandDataList()
            {
                ConnetIsland = _is_land_data,
            };
            ConnectIsland.Add(_chank_list);
        }//for each


        StageIslandData _goaldata = new StageIslandData()
        {
            x_index = _stage_data.goal_data.x_index,
            y_index = _stage_data.goal_data.y_index
        };

        GoalData = _goaldata;
    }