private Actor CreateBrick() { Brick brick = new Brick(); GameObject go = new GameObject("Brick"); go.transform.localScale *= VIEW_SCALE_FACTOR; BrickView view = go.AddComponent <BrickView>(); view.Init(brick); return(brick); }
private void BrickViewInstanceOnWasDestroyed(BrickView brickView) { brickView.WasDestroyed -= BrickViewInstanceOnWasDestroyed; _brickViewInstances.Remove(brickView); if (brickView.Targeted) { GameManager.Instance.GameFlowManager.CurrentGameStatus = GameFlowManager.GameStatus.Win; } }
public IEnumerable <BrickView> GetAll() { List <BrickView> View = new List <BrickView>(); foreach (var item in BrickList) { BrickView BVtemp = new BrickView(); BVtemp.ID = item.ID; BVtemp.ComPort = item.ComPort; //Lesen der aktuellen Sensorwerte für Sensor 1 //!!! Prüfung ob Brick connected!!! try { SensorUnit Sens = null; Sens.Name = item.EV3.Sensor1.GetName(); Sens.Value = item.EV3.Sensor1.ReadAsString(); BVtemp.SensorList.Add(Sens); } finally { } //Lesen der aktuellen Sensorwerte für Sensor 2 try { SensorUnit Sens = null; Sens.Name = item.EV3.Sensor2.GetName(); Sens.Value = item.EV3.Sensor2.ReadAsString(); BVtemp.SensorList.Add(Sens); } finally { } //Lesen der aktuellen Sensorwerte für Sensor 3 try { SensorUnit Sens = null; Sens.Name = item.EV3.Sensor3.GetName(); Sens.Value = item.EV3.Sensor3.ReadAsString(); BVtemp.SensorList.Add(Sens); } finally { } //Lesen der aktuellen Sensorwerte für Sensor 4 try { SensorUnit Sens = null; Sens.Name = item.EV3.Sensor4.GetName(); Sens.Value = item.EV3.Sensor4.ReadAsString(); BVtemp.SensorList.Add(Sens); } finally { } View.Add(BVtemp); } return(View); }