void setUpPiecesColor(int axe, int frame, Color faceColor) { List <GameObject> framePieces = getFramePieces(axe, frame); bool reverse = (frame == 2); foreach (var item in framePieces) { CubePieceBuilder pieceScpt = item.GetComponent <CubePieceBuilder>(); if (axe == x) { pieceScpt.xColor = faceColor; pieceScpt.reverseX = reverse; } else if (axe == y) { pieceScpt.yColor = faceColor; pieceScpt.reverseY = reverse; } else if (axe == z) { pieceScpt.zColor = faceColor; pieceScpt.reverseZ = reverse; } } }
int getPieceFrame(int rotAxe) { CubePieceBuilder pieceScript = actualClickedPiece.GetComponent <CubePieceBuilder>(); if (rotAxe == 0) { return(((int)Mathf.Round(actualClickedPiece.transform.position.x / (pieceScript.size)) - 1) * (-1)); } else if (rotAxe == 1) { return((int)(Mathf.Round(actualClickedPiece.transform.position.y / (pieceScript.size)) - 1) * (-1)); } else { return((int)(Mathf.Round(actualClickedPiece.transform.position.z / (pieceScript.size)) - 1) * (-1)); } }
void setUpPieces() { int m = 0; for (int i = -1; i < 2; i++) { for (int j = -1; j < 2; j++) { for (int k = -1; k < 2; k++) { pieces[m].transform.position = new Vector3(i * size, j * size, k * size); CubePieceBuilder pieceScript = pieces[m].GetComponent <CubePieceBuilder>(); pieceScript.size = size; pieceScript.borderSize = borderSize; m++; } } } }