Пример #1
0
    private void resizeNeighborSections(CircleSectionController section, float angle)
    {
        CircleSectionController previousSection = getPreviousSection(section);

        if (previousSection.isAtMinimum())
        {
            // If this is already at minimum, skip it
            previousSection = getPreviousSection(previousSection);
        }
        CircleSectionController nextSection = getNextSection(section);

        if (nextSection.isAtMinimum())
        {
            // If this is already at minimum, skip it
            nextSection = getNextSection(nextSection);
        }
        decreaseSection(previousSection, angle, false);
        decreaseSection(nextSection, angle, true);

        if (checkNonNeutralAtMinimum())
        {
            SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
            Debug.Log("LOST!");
        }
        else if (checkAllNeutralAtMinimum())
        {
            Debug.Log("WON!");
            winText.SetActive(true);
        }
    }
Пример #2
0
 // Start is called before the first frame update
 void Start()
 {
     for (int i = 0; i < gameObject.transform.childCount; i++)
     {
         GameObject circleComponent      = gameObject.transform.GetChild(i).gameObject;
         CircleSectionController section = circleComponent.GetComponent <CircleSectionController>();
         allCircleSections.Add(section);
         if (section.tag == "typeNeutral")
         {
             neutralSections.Add(section);
         }
         else
         {
             nonNeutralSections.Add(section);
         }
     }
 }
Пример #3
0
    private CircleSectionController getPreviousSection(CircleSectionController section)
    {
        CircleSectionController previousSection;

        if (allCircleSections.IndexOf(section) == 0)
        {
            previousSection = allCircleSections[allCircleSections.Capacity - 1];
        }
        else if (allCircleSections.IndexOf(section) == allCircleSections.Capacity - 1)
        {
            previousSection = allCircleSections[allCircleSections.IndexOf(section) - 1];
        }
        else
        {
            previousSection = allCircleSections[allCircleSections.IndexOf(section) - 1];
        }
        return(previousSection);
    }
Пример #4
0
    private CircleSectionController getNextSection(CircleSectionController section)
    {
        CircleSectionController nextSection;

        if (allCircleSections.IndexOf(section) == 0)
        {
            nextSection = allCircleSections[allCircleSections.IndexOf(section) + 1];
        }
        else if (allCircleSections.IndexOf(section) == allCircleSections.Capacity - 1)
        {
            nextSection = allCircleSections[0];
        }
        else
        {
            nextSection = allCircleSections[allCircleSections.IndexOf(section) + 1];
        }
        return(nextSection);
    }
Пример #5
0
    private void OnTriggerEnter2D(Collider2D collision)
    {
        float deltaX = collision.transform.position.x - transform.position.x;
        float deltaY = collision.transform.position.y - transform.position.y;

        float angle = Mathf.Atan2(deltaY, deltaX) * Mathf.Rad2Deg;

        if (angle < 0f)
        {
            angle += 360f;
        }

        float rotation = transform.rotation.eulerAngles.z;

        if (rotation < 0)
        {
            rotation = 360 - rotation;
        }

        float collisionAngleLessRotation = angle - rotation;

        if (collisionAngleLessRotation < 0)
        {
            collisionAngleLessRotation = 360 + collisionAngleLessRotation;
        }

        CircleSectionController sectionHit = null;

        foreach (CircleSectionController circleSection in allCircleSections)
        {
            float sectionStartAngle = circleSection.getStartAngle();
            float sectionEndAngle   = circleSection.getEndAngle();
            if (sectionStartAngle <= sectionEndAngle)
            {
                if (collisionAngleLessRotation >= sectionStartAngle && collisionAngleLessRotation < sectionEndAngle)
                {
                    sectionHit = circleSection;
                    break;
                }
            }
            else     // The arc is inverted. Split the check in two.
            {
                if ((collisionAngleLessRotation >= 0 && collisionAngleLessRotation < sectionEndAngle) ||
                    (collisionAngleLessRotation >= sectionStartAngle && collisionAngleLessRotation < 360))
                {
                    sectionHit = circleSection;
                    break;
                }
            }
        }

        float ballSize = collision.bounds.size.x;
        float expandBy = ballSize * 20;

        if (collision.tag == sectionHit.tag)
        {
            Debug.Log("Hit correct section");
            increaseSection(sectionHit, expandBy);
            resizeNeighborSections(sectionHit, expandBy / 2);
        }
        else if (sectionHit.tag == "typeNeutral")
        {
            Debug.Log("Hit neutral section");
            increaseSection(sectionHit, expandBy);
            resizeNeighborSections(sectionHit, expandBy / 2);
        }
        else
        {
            Debug.Log("Hit incorrect section. Tag hit: " + sectionHit.tag + " with ball: " + collision.tag);
            SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
        }

        Destroy(collision.gameObject);
    }
Пример #6
0
 private void increaseSection(CircleSectionController section, float angle)
 {
     Debug.Log("Increasing angle by: " + angle);
     section.increaseAngleBy(angle);
 }
Пример #7
0
 private void decreaseSection(CircleSectionController section, float angle, bool fromStart)
 {
     Debug.Log("Decreaseing angle by: " + angle + " from start: " + fromStart);
     section.decreaseAngleBy(angle, fromStart);
 }