/// <summary> /// 丸太を割る /// </summary> private void CrackWood() { Vector2 pPoint = playerManager.GetPlayerMapPoint(); Vector2 fPoint = mapManager.GetFindPoint((int)pPoint.y, (int)pPoint.x, playerManager.GetPlayerDirection(), 1); if (mapManager.IsOnWood(pPoint) && mapManager.IsOnWood(fPoint)) { Wood w1 = woodManager.GetIncludedPointWood(pPoint); Wood w2 = woodManager.GetIncludedPointWood(fPoint); if (w1 == w2) { Direction.DirectionState pDir = playerManager.GetPlayerDirection(); Direction.DirectionState wDir = w1.GetDirection(); int l1; int l2; Vector2 rPoint = w1.GetRootPoint(); if (pDir == wDir) { if (pDir == Direction.DirectionState.Up || pDir == Direction.DirectionState.Down) { l1 = (int)Mathf.Abs(pPoint.y - rPoint.y) + 1; l2 = w1.GetLength() - l1; } else { l1 = (int)Mathf.Abs(pPoint.x - rPoint.x) + 1; l2 = w1.GetLength() - l1; } } else { if (pDir == Direction.DirectionState.Up || pDir == Direction.DirectionState.Down) { l2 = (int)Mathf.Abs(pPoint.y - rPoint.y); l1 = w1.GetLength() - l2; } else { l2 = (int)Mathf.Abs(pPoint.x - rPoint.x); l1 = w1.GetLength() - l2; } } woodManager.WoodCreate(pPoint * mapManager.GetMapChipSize() * new Vector2(1, -1), Direction.GetReverseDirection(pDir), l1); //自マス woodManager.SetWoodRootPoint(woodManager.GetWoodsLastNumber(), pPoint); woodManager.WoodCreate(fPoint * mapManager.GetMapChipSize() * new Vector2(1, -1), pDir, l2); //前マス woodManager.SetWoodRootPoint(woodManager.GetWoodsLastNumber(), fPoint); woodManager.ChangeWoodsLayer(); w1.Crack(); } } }
public float GetTotalLengthOfWood() { return(_woodLeft.GetLength() + _woodRight.GetLength()); }
private void PlayerMoveUpdate() { if (playerManager.GetPlayerMode() == 1)//プレイヤーが移動待機状態なら { Vector2 playerDestination = mapManager.GetFindPoint((int)playerManager.GetPlayerMapPoint().y, (int)playerManager.GetPlayerMapPoint().x, playerManager.GetPlayerDirection(), 1); //プレイヤーの移動先のポイントを取得 Wood nowPointWood = null; //現在地の木 Wood destinationPointWood = null; //移動先の木 if (mapManager.IsOnWood(playerManager.GetPlayerMapPoint())) //プレイヤーが木に乗っていたら { nowPointWood = woodManager.GetIncludedPointWood(playerManager.GetPlayerMapPoint()); //乗っている木を取得 } if (mapManager.IsOnWood(playerDestination)) //移動先に木があるなら { destinationPointWood = woodManager.GetIncludedPointWood(playerDestination); //移動先の木を取得 } //ここからそもそも移動が出来る状態か判断 if (!mapManager.IsOnWood(playerManager.GetPlayerMapPoint())) //プレイヤーが丸太に乗っていない時 { if (mapManager.IsOnWood(playerDestination) && mapManager.IsRiver(playerDestination)) //移動先が丸太かつ川なら { if (destinationPointWood.GetState() == 3) //丸太が流れているなら { playerManager.PlayerStop(); //プレイヤーを止めて return; //移動しない } if (!Direction.IsSameAxis(playerManager.GetPlayerDirection(), destinationPointWood.GetDirection())) //方向軸が違うなら { foreach (Vector2 dwp in destinationPointWood.GetMapPoints()) //その丸太が一か所でも { if (!mapManager.IsRiver(dwp)) //川でないマスがあれば(全て川に入って無ければ) { playerManager.PlayerStop(); //プレイヤーを止めて return; //移動しない } } } } } if (mapManager.IsOnWood(playerManager.GetPlayerMapPoint())) //プレイヤーが丸太に乗っていたら { foreach (Vector2 nwp in nowPointWood.GetMapPoints()) //プレイヤーの乗る丸太が一か所でも { if (!mapManager.IsRiver(nwp)) //川でないマスがあれば(全て川に入って無ければ) { if (!Direction.IsSameAxis(playerManager.GetPlayerDirection(), nowPointWood.GetDirection())) //軸が違えば { playerManager.PlayerStop(); //プレイヤーを止めて return; //移動しない } } } if (mapManager.IsRiver(playerDestination)) //移動先が川で { if (mapManager.IsOnWood(playerDestination)) //丸太があるなら { if (destinationPointWood != nowPointWood) //その丸太が今乗っている丸太と違うなら { if (destinationPointWood.GetState() == 3) //丸太が流れているなら { playerManager.PlayerStop(); //プレイヤーを止めて return; //移動しない } foreach (Vector2 dwp in destinationPointWood.GetMapPoints()) //その丸太が一か所でも { if (!mapManager.IsRiver(dwp)) //川でないマスがあれば(全て川に入って無ければ) { if (!Direction.IsSameAxis(playerManager.GetPlayerDirection(), destinationPointWood.GetDirection())) //軸が違うなら { playerManager.PlayerStop(); //プレイヤーを止めて return; //移動しない } } } } } } } //ここから移動したいマスに侵入できるかの判断 if (mapManager.IsPlayerEnterMapchip(playerManager.GetPlayerDirection(), playerManager.GetPlayerMapPoint()))//移動したいマスにプレイヤーが侵入できるなら { if (nowPointWood != destinationPointWood || (mapManager.IsOnWood(playerManager.GetPlayerMapPoint()) && mapManager.IsRiver(playerManager.GetPlayerMapPoint()))) { if (mapManager.IsOnWood(playerDestination) && !mapManager.IsRiver(playerDestination))//移動先に丸太があって川でないなら { //Debug.Log("PlayerDestinationOnWood"); destinationPointWood = woodManager.GetIncludedPointWood(playerDestination); //その丸太を取得 //Debug.Log(dw); if (!Direction.IsSameAxis(playerManager.GetPlayerDirection(), destinationPointWood.GetDirection())) //プレイヤーの移動方向軸と丸太の方向軸が違うなら { for (int i = 0; i < destinationPointWood.GetLength(); i++) //丸太の長さ分 { Vector2 woodPoint = mapManager.GetFindPoint((int)destinationPointWood.GetRootPoint().y, (int)destinationPointWood.GetRootPoint().x, destinationPointWood.GetDirection(), i); //丸太のマス一つ分の現在地マス Vector2 woodDistination = mapManager.GetFindPoint((int)woodPoint.y, (int)woodPoint.x, playerManager.GetPlayerDirection(), 1); //丸太のマスの移動先1マス if (!mapManager.IsCanEnterWood(woodDistination)) //1マスでも丸太が侵入できないますがあれば { playerManager.PlayerStop(); //プレイヤーを止めて //Debug.Log("Return"); return; //移動しない } } //ここまでくると丸太移動が出来ることが確定 destinationPointWood.MoveSet(playerManager.GetPlayerDirection()); //丸太をプレイヤーの移動方向へ移動させる Vector2 dwRootPoint = destinationPointWood.GetRootPoint(); //丸太の根本のマス目を取得 for (int i = 0; i < destinationPointWood.GetLength(); i++) //その丸太全てに対し { Vector2 woodPoint = mapManager.GetFindPoint((int)dwRootPoint.y, (int)dwRootPoint.x, destinationPointWood.GetDirection(), i); Vector2 woodDistination = mapManager.GetFindPoint((int)woodPoint.y, (int)woodPoint.x, playerManager.GetPlayerDirection(), 1); destinationPointWood.ChangeMapPoints(i, woodDistination); //丸太に自身の場所データを変更させる mapManager.RemoveWood(woodPoint); //もともと乗っていたマス目を乗っていないことに //Debug.Log("woodPoint:" + woodPoint); //Debug.Log("woodDistination:" + woodDistination); mapManager.OnWood(woodDistination, destinationPointWood.GetDirection()); //移動先のマス目に乗っているように } if (playerManager.GetPlayerDirection() != Direction.DirectionState.Up) //上に行かないなら { destinationPointWood.ChangeLayer(); //丸太のレイヤーを変更 } } } } if (mapManager.IsOnWood(playerManager.GetPlayerMapPoint()) && !mapManager.IsOnWood(playerDestination)) { playerManager.PlayerOffsetRemove(); } if (mapManager.IsOnWood(playerDestination) && !mapManager.IsOnWood(playerManager.GetPlayerMapPoint())) { playerManager.PlayerOffsetAdd(); } playerManager.PlayerMoveStart();//プレイヤー移動開始 if (playerManager.GetPlayerDirection() != Direction.DirectionState.Up) { playerManager.ChangePlayerLayer(); if (destinationPointWood != null) { playerManager.SetPlayerLayer(destinationPointWood.GetMaxPointHeight()); } } } else//移動したいマスにプレイヤーが移動出来ないなら { playerManager.PlayerStop();//プレイヤーを止める } } }