Пример #1
0
 // Only really needed for Route mode
 public void OnMouseUp()
 {
     // Only really needed for Route mode
     _output_gate = null;
     // Only really need for InputSwitch
     GetComponent <SpriteRenderer>().color = Color.white;
 }
Пример #2
0
    public virtual void OnMouseDown()
    {
        GameMode mygamemode = FindObjectOfType <GameMode>();

        if (mygamemode.IsInPlacementMode())
        {
            if (IsPlacedGate())
            {
                Destroy(gameObject);
                return;
            }
            _newGate      = Instantiate(this);
            _newGate.name = this.name + _newGateCount.ToString();
            _newGate.transform.localScale = new Vector3(MyScale(), MyScale(), MyScale());
            _newGateCount++;
        }
        else if (mygamemode.IsInPlayMode())
        {
            _show_output_value = !_show_output_value;
        }
        else   // Must be in route
        {
            LineRenderer mylr      = GetComponent <LineRenderer>();
            Vector3[]    positions = new Vector3[2];
            positions[0] = this.transform.position;
            Vector3 newPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
            newPosition.z = 0;
            positions[1]  = newPosition;
            // Debug.Log("In OnMouseDown for Route, this = " + this.name);
            mylr.startWidth      = 0.2f;
            mylr.endWidth        = 0.2f;
            mylr.widthMultiplier = 0.2f;
            mylr.startColor      = Color.yellow;
            mylr.endColor        = Color.yellow;
            // mylr.material = AssetDatabase.GetBuiltinExtraResource<Material>("Default-Line.mat");
            mylr.positionCount = 2;
            mylr.SetPositions(positions);
            _output_gate = this;
        }
    }
Пример #3
0
    public void WireCircuit()
    {
        string[] wire_list = GetWireList();
        if (wire_list.Length < 4)
        {
            return;
        }
        // Debug.Log("in wire circuit, length = " + wire_list.Length);
        // Debug.Log("in wire circuit, _wire_list = '" + _wire_list + "'");
        // Debug.Log("in wire circuit, wire_list[] = '" + wire_list[0] + "', '" +
        //                                           wire_list[1] + "', '" +
        //                                           wire_list[2] + "', '" +
        //                                           wire_list[3] + "'");

        for (int i = 0; i < wire_list.Length; i += 4)
        {
            // Debug.Log("in wire circuit source = " + wire_list[i] + " dest = " + wire_list[i+2]);
            GameObject mysource           = GameObject.Find(wire_list[i]);
            GameObject mydestination      = GameObject.Find(wire_list[i + 2]);
            BasicGate  mysource_gate      = mysource.GetComponent(typeof(BasicGate)) as BasicGate;
            BasicGate  mydestination_gate = mydestination.GetComponent(typeof(BasicGate)) as BasicGate;
            // Debug.Log("in wire circuit mysoure_gate = " + mysource_gate.name);
            // Debug.Log("       dest = " + mydestination.name);
            // Debug.Log("       dest gate = " + mydestination_gate.name);

            float startx_adjust = mysource_gate.output_x_adjust();
            float starty_adjust = mysource_gate.output_y_adjust();

            float startx      = mysource.transform.position.x + startx_adjust;
            float starty      = mysource.transform.position.y + starty_adjust;
            float endx_adjust = -1;
            float endy_adjust = 0;
            switch (wire_list[i + 3])
            {
            case "a":
                endx_adjust = mydestination_gate.inputa_x_adjust();
                endy_adjust = mydestination_gate.inputa_y_adjust();
                //Debug.Log("Destination " + wire_list[i + 2] + "/" + wire_list[i + 3]
                //    + " endx adjust = " + endx_adjust
                //     + " endy adjust = " + endy_adjust);
                break;

            case "b":
                endx_adjust = mydestination_gate.inputb_x_adjust();
                endy_adjust = mydestination_gate.inputb_y_adjust();
                break;

            case "d":
                endx_adjust = mydestination_gate.inputd_x_adjust();
                endy_adjust = mydestination_gate.inputd_y_adjust();
                break;

            case "ck":
                endx_adjust = mydestination_gate.inputck_x_adjust();
                endy_adjust = mydestination_gate.inputck_y_adjust();
                break;
            }
            float endx    = mydestination.transform.position.x + endx_adjust;
            float endy    = mydestination.transform.position.y + endy_adjust;
            float middlex = (float)(startx + endx) / 2.0f;

            Vector3[]    positions;
            LineRenderer mylr = mysource.GetComponent <LineRenderer>();
            if (!mylr || mylr.positionCount < 2)
            {
                // Create a new route from the source to the destination
                // Debug.Log("    First segment destination = " + mydestination_gate.name);
                if (!mylr)
                {
                    mysource.AddComponent <LineRenderer>();
                }
                mylr               = mysource.GetComponent <LineRenderer>();
                positions          = new Vector3[4];
                positions[0]       = new Vector3(startx, starty, 0);
                positions[1]       = new Vector3(middlex, starty, 0);
                positions[2]       = new Vector3(middlex, endy, 0);
                positions[3]       = new Vector3(endx, endy, 0);
                mylr.positionCount = 4;
            }
            else
            {
                // Adding onto an existing route by backtracing one segment, then adding two more
                // segments to the line
                // Debug.Log("    Next segment destination = " + mydestination_gate.name);
                // Debug.Log("     old_position_count = " + mylr.positionCount);
                int old_position_count = mylr.positionCount;
                positions = new Vector3[old_position_count + 3];
                mylr.GetPositions(positions);
                positions[old_position_count]     = positions[old_position_count - 2];
                positions[old_position_count + 1] = new Vector3(positions[old_position_count - 2].x, endy, 0);
                positions[old_position_count + 2] = new Vector3(endx, endy, 0);
                mylr.positionCount = old_position_count + 3;
            }
            mylr.SetPositions(positions);
            // mylr.material = AssetDatabase.GetBuiltinExtraResource<Material>("Default-Line.mat");
        }
    }