コード例 #1
0
ファイル: Fragment.cs プロジェクト: threedaysX/SoulEater_
 public triggerInfo(triggerInfo copy)
 {
     triPos = copy.triPos;
     edgeT  = copy.edgeT;
 }
コード例 #2
0
    //重新計算此碎片的觸發邊

    /*public void ThisReDetectEdge(Fragment theF)
     * {
     *  theF.m_Data.triggerCount = 0;               //中多少條邊就triggerCount++
     *
     *  //先觀察有哪些鄰居存在
     *  for (int i = 0; i < theF.m_Data.neighborRelativeInfo.Count; i++)         //幾個邊
     *  {
     *      bool AllOK = true;
     *      for (int j = 0; j < theF.m_Data.neighborRelativeInfo[i].neighborRelative_id.Count; j++)  //幾個點組成一個邊
     *      {
     *          if (AllStar.Instance.stars[theF.m_Data.neighbors[theF.m_Data.neighborRelativeInfo[i].neighborRelative_id[j]].starID].fragID == -1)
     *          {
     *              AllOK = false;
     *              break;
     *          }
     *      }
     *      if (AllOK)
     *      {
     *          theF.m_Data.triggerCount++;
     *      }
     *  }
     * }*/

    //____________________________________________________________________________________________________________________________________________

    //檢查哪些Affix可以用
    public void ThisReDetectAffix(Fragment theF)
    {
        theF.m_Data.triggerCount = 0;               //中多少條邊就triggerCount++

        //先觀察有哪些鄰居存在
        for (int i = 0; i < theF.m_Data.neighborRelativeInfo.Count; i++)         //幾個邊
        {
            bool AllOK = true;
            for (int j = 0; j < theF.m_Data.neighborRelativeInfo[i].relativeInfo.Count; j++)  //幾個點組成一個邊
            {
                triggerInfo t = theF.m_Data.neighborRelativeInfo[i].relativeInfo[j];
                Vector2     temp;
                switch (t.edgeT)
                {
                case edgeTrigger.:
                    temp = new Vector2(theF.m_Data.centerAbsPos.x + t.triPos.x, theF.m_Data.centerAbsPos.y + t.triPos.y + 1);
                    break;

                case edgeTrigger.:
                    temp = new Vector2(theF.m_Data.centerAbsPos.x + t.triPos.x, theF.m_Data.centerAbsPos.y + t.triPos.y - 1);
                    break;

                case edgeTrigger.右:
                    temp = new Vector2(theF.m_Data.centerAbsPos.x + t.triPos.x + 1, theF.m_Data.centerAbsPos.y + t.triPos.y);
                    break;

                default:    //case edgeTrigger.左:
                    temp = new Vector2(theF.m_Data.centerAbsPos.x + t.triPos.x - 1, theF.m_Data.centerAbsPos.y + t.triPos.y);
                    break;
                }

                int sId = AllStar.Instance.stars.FindIndex(x => x.pos == temp);
                if (sId == -1)
                {
                    AllOK = false;
                    break;
                }
                if (AllStar.Instance.stars[sId].fragID == -1)
                {
                    AllOK = false;
                    break;
                }
            }
            if (AllOK)
            {
                theF.m_Data.triggerCount++;
                //Debug.Log(theF.m_Data.fragmentID + theF.name+ " 's Affix : " + theF.m_Data.neighborRelativeInfo[i].theAffix.description);
                theF.m_Data.neighborRelativeInfo[i].check = true;

                //邊亮起來
                //theF.m_Data.neighborRelativeInfo[i].relativeInfo[1].
                //ing


                //若要單一 一次對一個Affix觸發 則要在這做
            }
            else
            {
                theF.m_Data.neighborRelativeInfo[i].check = false;
            }
        }
    }