public Switcher SetUp(Hexagon hexagon, bool upper) { target = hexagon; isUpper = upper; this.transform.parent = hexagon.transform.parent; this.transform.localPosition = isUpper ? hexagon.upPosition + Vector3.down * .1f : hexagon.lowPosition + Vector3.up * .1f; this.transform.localScale = new Vector3(1f, 1f, 1f); this.transform.localPosition += Vector3.forward; this.transform.localEulerAngles = isUpper ? Vector3.zero : new Vector3(0, 0, 180f); Random(); UpdateColor(); if (fadeAway != null) { fadeAway.Cancel(); } if (fadeIn != null) { fadeIn.Cancel(); } fadeIn = new FadeIn(); fadeIn.Init(this.gameObject, .3f, null); return(this); }
public Rock SetUp(Hexagon hexagon, bool isUpper) { if (fadeAway != null) { fadeAway.Cancel(); } if (fadeIn != null) { fadeIn.Cancel(); } this.transform.parent = hexagon.transform.parent; this.transform.localPosition = isUpper ? hexagon.upPosition: hexagon.lowPosition; SpriteRenderer spriteRender = this.gameObject.GetComponent <SpriteRenderer>(); float originalLength = spriteRender.sprite.bounds.extents.x * 2f; float scale = hexagon.length / originalLength; this.transform.localScale = new Vector3(scale, scale, scale); this.transform.localPosition += Vector3.forward; this.transform.localEulerAngles = isUpper ? Vector3.zero : new Vector3(0, 0, 180f); fadeIn = new FadeIn(); fadeIn.Init(this.gameObject, .3f, null); return(this); }
public void SetUp(Piece s, Piece e) { start = s; end = e; this.transform.parent = start.transform.parent; float angle = 0; if (start.isUpper) { if (end.x < start.x) { angle = 60; } else if (end.y > start.y) { angle = 120; } else { angle = 0; } } else { if (end.x > start.x) { angle = 60; } else if (end.y < start.y) { angle = 120; } else { angle = 0; } } if (fadeIn != null) { fadeIn.Cancel(); } Vector3 rotation = new Vector3(0, 0, angle); this.transform.localPosition = (start.transform.localPosition + end.transform.localPosition) * .5f; this.transform.localPosition -= Vector3.forward; this.transform.localEulerAngles = rotation; fadeIn = new FadeIn(); fadeIn.Init(this.gameObject, .3f, null); }
private void ResetBlock() { while (fadeAways.Count > 0) { FadeAway fadeAway = fadeAways[0]; fadeAway.Cancel(); fadeAways.RemoveAt(0); } while (fadeIns.Count > 0) { FadeIn fadeIn = fadeIns[0]; fadeIn.Cancel(); fadeIns.RemoveAt(0); } fadeAways.Clear(); fadeIns.Clear(); up_left.GetComponent <SpriteRenderer> ().color = defaultColor; up_right.GetComponent <SpriteRenderer> ().color = defaultColor; up_down.GetComponent <SpriteRenderer> ().color = defaultColor; down_left.GetComponent <SpriteRenderer> ().color = defaultColor; down_right.GetComponent <SpriteRenderer> ().color = defaultColor; down_up.GetComponent <SpriteRenderer> ().color = defaultColor; }
public Maze SetUp(Hexagon hexagon, bool isUpper) { if (fadeAway != null) { fadeAway.Cancel(); } this.transform.parent = hexagon.transform.parent; this.transform.localPosition = isUpper ? hexagon.upPosition : hexagon.lowPosition; this.transform.localScale = new Vector3(.85f, .85f, 1f); this.transform.localPosition += Vector3.forward; this.transform.localEulerAngles = isUpper ? Vector3.zero : new Vector3(0, 0, 180f); render.color = new Color32(255, 255, 255, 255); life.Reset(); if (fadeIn != null) { fadeIn.Cancel(); } fadeIn = new FadeIn(); fadeIn.Init(this.gameObject, .3f, null); return(this); }