/// <summary> /// /// </summary> /// <param name="up">this module is on top of caller</param> /// <param name="comb"></param> public void Combined(bool up, CombineAction comb) { if (up) { Lower = comb; LowerJoint.enabled = true; LowerJoint.connectedBody = comb.GetComponent <Rigidbody2D>(); } else { Upper = comb; UpperJoint.enabled = true; UpperJoint.connectedBody = comb.GetComponent <Rigidbody2D>(); if (comb.GetMass() > SupportableMass) { Break(); } } if (Selecting) { if (part == Part.Upper) { //if(Upper!=null && Lower&&null) } } UpdateMovement(); }
//bool Movement /// <summary> /// Mass of the module, and the module on top if it. /// </summary> /// <returns></returns> public float GetMass() { if (Upper == null) { return(Mass); } else { return(Mass + Upper.GetMass()); } }
private void Update() { if (GameInput.GetKeyDown(player, ActionKey)) { MovementAction movement = GetComponent <MovementAction>(); Selecting = true; if (movement != null) { movement.enabled = false; } ((CombineSelection)selection).StartSelecting(this, player, "Combinable", Range); } if (GameInput.GetKeyUp(player, ActionKey)) { Selecting = false; GameObject g = selection.StopSelecting(); if (g != null) { if (Upper != null && g == Upper.gameObject) { UpperJoint.connectedBody = null; UpperJoint.enabled = false; Upper.Separated(true); Upper = null; } else if (Lower != null && g == Lower.gameObject) { LowerJoint.connectedBody = null; LowerJoint.enabled = false; Lower.Separated(false); Lower = null; } else { CombineAction comb = g.GetComponent <CombineAction>(); if (comb.part > part) { comb.transform.position = comb.transform.position + (UpperAttachPoint.position - comb.LowerAttachPoint.position); UpperJoint.enabled = true; UpperJoint.connectedBody = comb.GetComponent <Rigidbody2D>(); Upper = comb; comb.Combined(true, this); if (comb.GetMass() > SupportableMass) { Break(); } } else { transform.position = transform.position + (comb.UpperAttachPoint.position - LowerAttachPoint.position); LowerJoint.enabled = true; LowerJoint.connectedBody = comb.GetComponent <Rigidbody2D>(); Lower = comb; comb.Combined(false, this); } } UpdateMovement(); } if (Movement) { MovementAction movement = GetComponent <MovementAction>(); if (movement != null) { movement.enabled = true; } } } }