コード例 #1
0
        IEnumerator MoveLeft()
        {
            yield return(StartCoroutine(TurnTo(Direction.Left)));

            yield return(StartCoroutine(MoveForwards(Vector3.left)));

            yield return(StartCoroutine(FinishMovement()));

            cubeCoord = cubeCoord.Move(-1, 0);
        }
コード例 #2
0
        IEnumerator MoveDown()
        {
            yield return(StartCoroutine(TurnTo(Direction.Down)));

            yield return(StartCoroutine(MoveForwards(Vector3.back)));

            yield return(StartCoroutine(FinishMovement()));

            cubeCoord = cubeCoord.Move(0, -1);
        }
コード例 #3
0
        IEnumerator MoveUp()
        {
            yield return(StartCoroutine(TurnTo(Direction.Up)));

            yield return(StartCoroutine(MoveForwards(Vector3.forward)));

            yield return(StartCoroutine(FinishMovement()));

            cubeCoord = cubeCoord.Move(0, 1);
        }
コード例 #4
0
        void FixedUpdate()
        {
            if (!playerIsMoving && (Input.GetKey(KeyCode.W) ||
                                    Input.GetKey(KeyCode.A) ||
                                    Input.GetKey(KeyCode.S) ||
                                    Input.GetKey(KeyCode.D)))
            {
                Direction nextDirection = GetNextDirection();
                CubeCoord nextCubeCoord = GetNextCubeCoord();

                if (nextCubeCoord.x >= 0 && nextCubeCoord.x < GameController.Instance.levelWidth &&
                    nextCubeCoord.y >= 0 && nextCubeCoord.y < GameController.Instance.levelHeight)
                {
                    Cube nextCube = GameController.Instance.cubes[nextCubeCoord];

                    if (nextCube.type != CubeType.NoCube && !nextCube.isVisited)
                    {
                        playerIsMoving     = true;
                        nextCube.isVisited = true;

                        if (nextCube.type == CubeType.Finish)
                        {
                            isOnFinishCube = true;
                        }

                        switch (nextDirection)
                        {
                        case Direction.Left:
                            StartCoroutine(MoveLeft());
                            break;

                        case Direction.Right:
                            StartCoroutine(MoveRight());
                            break;

                        case Direction.Down:
                            StartCoroutine(MoveDown());
                            break;

                        case Direction.Up:
                            StartCoroutine(MoveUp());
                            break;
                        }
                    }
                }
            }
        }
コード例 #5
0
        void Start()
        {
            cubes = new Dictionary <CubeCoord, Cube>(levelWidth * levelHeight);

            foreach (Transform cube in cubesObject.transform)
            {
                var x         = (int)cube.localPosition.x;
                var y         = (int)cube.localPosition.z; // Так как Vector3.y отвечает за высоту, я использую Vector3.z для CubeCoord.y
                var cubeCoord = new CubeCoord(x, y);

                switch (cube.tag)
                {
                case "Cube":
                    cubes[cubeCoord] = Cube.cube;
                    break;

                case "StartCube":
                    cubes[cubeCoord] = Cube.startCube;
                    break;

                case "FinishCube":
                    cubes[cubeCoord] = Cube.finishCube;
                    break;

                default:
                    Debug.LogError("[GameController] Неизвестный тег куба '" + cube.tag + "'!");
                    cubes[cubeCoord] = Cube.noCube;
                    break;
                }
            }

            foreach (int x in Enumerable.Range(0, levelWidth))
            {
                foreach (int y in Enumerable.Range(0, levelHeight))
                {
                    CubeCoord coord = new CubeCoord(x, y);
                    if (!cubes.ContainsKey(coord))
                    {
                        cubes[coord] = Cube.noCube;
                    }
                }
            }
        }
コード例 #6
0
        void FixedUpdate()
        {
            if (!freezeMovement && Input.anyKey)
            {
                Direction nextDirection = Direction.Up;
                int       nextCubeX     = cubeX;
                int       nextCubeY     = cubeY;

                if (Input.GetKey(KeyCode.A))
                {
                    nextCubeX     = cubeX - 1;
                    nextDirection = Direction.Left;
                }
                else if (Input.GetKey(KeyCode.D))
                {
                    nextCubeX     = cubeX + 1;
                    nextDirection = Direction.Right;
                }
                else if (Input.GetKey(KeyCode.S))
                {
                    nextCubeY     = cubeY - 1;
                    nextDirection = Direction.Down;
                }
                else if (Input.GetKey(KeyCode.W))
                {
                    nextCubeY     = cubeY + 1;
                    nextDirection = Direction.Up;
                }

                if (nextCubeX >= 0 && nextCubeX < GameController.Instance.levelWidth &&
                    nextCubeY >= 0 && nextCubeY < GameController.Instance.levelHeight)
                {
                    CubeCoord nextCubeCoord = new CubeCoord(nextCubeX, nextCubeY);
                    Cube      nextCube      = GameController.Instance.cubes[nextCubeCoord];

                    if (nextCube.type != CubeType.NoCube && !nextCube.isVisited)
                    {
                        freezeMovement     = true;
                        nextCube.isVisited = true;

                        if (nextCube.type == CubeType.Finish)
                        {
                            isOnFinishCube = true;
                        }

                        switch (nextDirection)
                        {
                        case Direction.Left:
                            StartCoroutine(MoveLeft());
                            break;

                        case Direction.Right:
                            StartCoroutine(MoveRight());
                            break;

                        case Direction.Down:
                            StartCoroutine(MoveDown());
                            break;

                        case Direction.Up:
                            StartCoroutine(MoveUp());
                            break;
                        }
                    }
                }
            }
        }