Exemplo n.º 1
0
    /* PUBLIC API */

    public GameObject CreateBlock(BlockType blockType, Vector2 gridIndices)

    /* Create a Block.
     *
     * :param BlockType blockType: One of [ "mass", "blue", "yellow", "red" ]
     * :param Vector2 gridIndices: The square in which to put the block ((0, 0) is the bottom-left).
     *
     * :returns GameObject blockObj:
     */
    {
        Vector3 position = FloorSquare.getGridSquareCenter(gridIndices);

        GameObject blockObj = Instantiate(blockPrefab, position, Quaternion.identity);

        Block block = blockObj.GetComponent <Block>();

        block.blockType   = blockType;
        block.gridIndices = gridIndices;

        return(blockObj);
    }
Exemplo n.º 2
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    public void shift(Vector2 newGridIndices)

    /* Move this block to a new square.
     *
     * :param Vector2 newGridIndices:
     */
    {
        // Reposition this block visually.
        Vector3 currentPosition = transform.position;
        Vector3 newPosition     = FloorSquare.getGridSquareCenter(newGridIndices);

        newPosition.y      = currentPosition.y;
        transform.position = newPosition;

        // Update the trial's knowledge of this block's placement.
        TrialLogic.placedBlocks[newGridIndices] = TrialLogic.placedBlocks[gridIndices];
        TrialLogic.placedBlocks.Remove(gridIndices);

        // Reset this block's stored grid indices.
        gridIndices = newGridIndices;
    }
Exemplo n.º 3
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    public GameObject CreateFloorSquare(Vector2 gridIndices, bool isSacred = false)

    /* Create a FloorSquare.
     *
     * :param Vector2 gridIndices: Which square of the grid this object is ((0, 0) is the bottom-left).
     *
     * :returns GameObject floorSquareObj:
     */
    {
        Vector3    position       = FloorSquare.getGridSquareCenter(gridIndices);
        GameObject floorSquareObj = Instantiate(floorSquarePrefab, position, Quaternion.identity);

        FloorSquare floorSquare = floorSquareObj.GetComponent <FloorSquare>();

        floorSquare.gridIndices     = gridIndices;
        floorSquare.isSacred        = isSacred;
        floorSquare.numTurnsStained = 0;

        TrialLogic.floorSquaresMap[gridIndices] = floorSquare;

        return(floorSquareObj);
    }
Exemplo n.º 4
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    public GameObject CreatePointer(Vector2 gridIndices, string text = null)

    /* Create a Pointer.
     *
     * :param Vector2 gridIndices: The square over which to point the pointer ((0, 0) is the
     *  bottom-left).
     *
     * :returns GameObject pointerObj:
     */
    {
        Vector3 position = FloorSquare.getGridSquareCenter(gridIndices);

        position.y = 1;

        GameObject pointerObj = Instantiate(pointerPrefab, position, Quaternion.identity);

        Pointer pointer = pointerObj.GetComponent <Pointer>();

        pointer.text = text;

        return(pointerObj);
    }