private Color GetCellColor(int x, int y) { Vector3Int tile_loc = new Vector3Int(x, y, 0); TM_Symbol cellSymbol = GameMaster.Instance.GridData.GetCellSymbol(tile_loc); switch (cellSymbol) { case TM_Symbol.OFF: return(OffColor); case TM_Symbol.ON: return(OnColor); case TM_Symbol.NUMBER: return(ErrorColor); default: return(ErrorColor); } }
/** * <summary> * Create a Turing machine transition to be placed in the transition table. * </summary> * <param name="nextState">The ID of the state to transition to. <see cref="NextState"/></param> * <param name="direction">The direction code for the head to move. <see cref="Direction"/></param> * <param name="writeSymbol">The symbol to write to the grid. <see cref="WriteSymbol"/></param> */ public Transition(int nextState, TM_Direction direction, TM_Symbol writeSymbol) { NextState = nextState; Direction = direction; WriteSymbol = writeSymbol; }
/// <summary> /// Writes the given symbol to the given location on the grid. /// </summary> /// <param name="loc">Grid location to write the symbol to.</param> /// <param name="symbol">The symbol to write to the grid.</param> public void WriteSymbolToGrid(Vector3Int loc, TM_Symbol symbol) { GridData.SetCellSymbol(loc, symbol); }