void EnterMidShiftRotated() { if (flat) { cardinalityX = 1; cardinalityY = 0; cardinalityZ = 2; cardinalityW = 3; } else { cardinalityX = 0; cardinalityY = 1; cardinalityZ = 2; cardinalityW = 3; } shiftState = SHIFT_STATE.MID_ROTATED; gapVector = Vector3.forward * 5; tileFacing = Vector3.right; verticalCardinalityDirection = 0; targetCameraPosition = midShiftRotatedCameraPosition; targetCameraRotation = midShiftRotatedCameraRotation; isRotated = true; }
void EnterLeftShiftRotated() { if (flat) { cardinalityX = 1; cardinalityY = 0; cardinalityZ = 3; cardinalityW = 2; } else { cardinalityX = 0; cardinalityY = 1; cardinalityZ = 3; cardinalityW = 2; } shiftState = SHIFT_STATE.LEFT_ROTATED; gapVector = Vector3.left * 5; tileFacing = Vector3.forward; verticalCardinalityDirection = 2; targetCameraPosition = leftShiftRotatedCameraPosition; targetCameraRotation = leftShiftRotatedCameraRotation; isRotated = true; }
void EnterRightShiftRotated() { if (flat) { cardinalityX = 0; cardinalityY = 2; cardinalityZ = 3; cardinalityW = 1; } else { cardinalityX = 3; cardinalityY = 1; cardinalityZ = 2; cardinalityW = 0; } shiftState = SHIFT_STATE.RIGHT_ROTATED; gapVector = Vector3.right * 5; tileFacing = Vector3.back; verticalCardinalityDirection = 2; targetCameraPosition = rightShiftRotatedCameraPosition; targetCameraRotation = rightShiftRotatedCameraRotation; isRotated = true; }
void EnterMidShift() { cardinalityX = 0; cardinalityY = 1; cardinalityZ = 2; cardinalityW = 3; shiftState = SHIFT_STATE.MID; gapVector = Vector3.forward * 5; tileFacing = Vector3.up; verticalCardinalityDirection = 1; targetCameraPosition = midShiftCameraPosition; targetCameraRotation = midShiftCameraRotation; isRotated = false; }
void EnterLeftShift() { cardinalityX = 0; cardinalityY = 1; cardinalityZ = 3; cardinalityW = 2; shiftState = SHIFT_STATE.LEFT; gapVector = Vector3.forward * 4 + Vector3.left * 5; tileFacing = Vector3.up; verticalCardinalityDirection = 1; targetCameraPosition = leftShiftCameraPosition; targetCameraRotation = leftShiftCameraRotation; isRotated = false; }
void EnterRightShift() { cardinalityX = 3; cardinalityY = 1; cardinalityZ = 2; cardinalityW = 0; shiftState = SHIFT_STATE.RIGHT; gapVector = Vector3.forward * 4 + Vector3.right * 5; tileFacing = Vector3.up; verticalCardinalityDirection = 1; targetCameraPosition = rightShiftCameraPosition; targetCameraRotation = rightShiftCameraRotation; isRotated = false; }