Пример #1
0
 void UpdateRayPosition(GridLimit limit)
 {
     // var cubes = limit.GetComponentsInChildren<Transform>(true);
     // var j = 0;
     // for (int i = 0; i < cubes.Length; i++)
     // {
     //     if (cubes[i].name.StartsWith("Cube"))
     //     {
     //         Rays[j].transform.position = cubes[i].position;
     //         // Rays[j].transform.parent = cubes[i];
     //         j++;
     //     }
     // }
 }
Пример #2
0
    public void NewGrid()
    {
        placing_Grid    = true;
        currentGridSize = 0;
        GridNumber++;


        Grid2_2         = false;
        HasInstantiated = false;

        NextGridButton.interactable = false;

        bool is3_3;

        int levelNo = GridNumber;


        switch (levelNo)
        {
        case 1:

            if (Random.Range(1, 11) >= 3)     // 30 % chace for 2 x 2
            {
                is3_3 = true;
            }

            else
            {
                is3_3 = false;
            }

            break;

        case 2:
            if (Random.Range(1, 11) >= 3)     // 30 % chace for 2 x 2
            {
                is3_3 = true;
            }
            else
            {
                is3_3 = false;
            }
            break;

        case 3:
            if (Random.Range(1, 11) >= 4)    // 40 % chace for 2 x 2
            {
                is3_3 = true;
            }
            else
            {
                is3_3 = false;
            }
            break;

        case 4:
            if (Random.Range(1, 11) >= 7)     // 70 % chace for 2 x 2
            {
                is3_3 = true;
            }
            else
            {
                is3_3 = false;
            }
            break;

        case 5:
            if (Random.Range(1, 11) >= 5)    // 50 % chace for 2 x 2
            {
                is3_3 = true;
            }
            else
            {
                is3_3 = false;
            }
            break;

        case 6:
            if (Random.Range(1, 11) >= 5)     // 50 % chace for 2 x 2
            {
                is3_3 = true;
            }
            else
            {
                is3_3 = false;
            }
            break;

        case 7:
            if (Random.Range(1, 11) >= 7)
            {
                is3_3 = true;
            }
            else
            {
                is3_3 = false;
            }
            break;

        case 8:
            if (Random.Range(1, 11) >= 4)
            {
                is3_3 = true;
            }
            else
            {
                is3_3 = false;
            }
            break;

        case 9:
            if (Random.Range(1, 11) >= 5)
            {
                is3_3 = true;
            }
            else
            {
                is3_3 = false;
            }
            break;


        case 10:
            if (Random.Range(1, 11) >= 5)
            {
                is3_3 = true;
            }
            else
            {
                is3_3 = false;
            }
            break;


        case 11:
            if (Random.Range(1, 11) >= 8)
            {
                is3_3 = true;
            }
            else
            {
                is3_3 = false;
            }
            break;


        case 12:
            if (Random.Range(1, 11) >= 3)
            {
                is3_3 = true;
            }
            else
            {
                is3_3 = false;
            }
            break;


        case 13:
            if (Random.Range(1, 11) >= 4)
            {
                is3_3 = true;
            }
            else
            {
                is3_3 = false;
            }
            break;


        case 14:
            if (Random.Range(1, 11) >= 7)
            {
                is3_3 = true;
            }
            else
            {
                is3_3 = false;
            }
            break;


        case 15:
            if (Random.Range(1, 11) >= 3)
            {
                is3_3 = true;
            }
            else
            {
                is3_3 = false;
            }
            break;

        default:
            if (Random.Range(1, 11) >= 5)
            {
                is3_3 = true;
            }
            else
            {
                is3_3 = false;
            }

            break;
        }

        if (is3_3)
        {
            //if (NextGridPos.x == 0)
            //{
            NextGridPos = new Vector3(8, lastGrid.transform.position.y + NextGridHeight, -8);
            //}
            //else
            //{
            //    NextGridPos += new Vector3( 0, NextGridHeight );
            //}
            NextGrid          = Instantiate(Resources.Load("Grid 3_3"), NextGridPos, Quaternion.identity) as GameObject;
            NextGridLimit     = NextGrid.GetComponent <GridLimit>();
            TopArrowCurrent   = NextGridLimit.TopArrow;
            BotArrowCurrent   = NextGridLimit.BotArrow;
            LeftArrowCurrent  = NextGridLimit.LeftArrow;
            RightArrowCurrent = NextGridLimit.RightArrow;
            currentGridSize   = 9;


            // var cubes = NextGridLimit.GetComponentsInChildren<Transform>(true);
            // var j = 0;

            // for (int i = 0; i < cubes.Length; i++)
            // {
            //     if (cubes[i].name.StartsWith("Cube"))
            //     {
            //         Rays[j].transform.position = cubes[i].position;
            //         j++;
            //     }
            // }
            UpdateRayPosition(NextGridLimit);
        }
        else
        {
            //if (NextGridPos.x == 0)
            //{

            NextGridPos = new Vector3(4f, lastGrid.transform.position.y + NextGridHeight, 4f);
            //}
            //else
            //{
            //    NextGridPos += new Vector3( 0, NextGridHeight );
            //}

            Grid2_2           = true;
            NextGrid          = Instantiate(Resources.Load("Grid 2_2"), NextGridPos, Quaternion.identity) as GameObject;
            NextGridLimit     = NextGrid.GetComponent <GridLimit>();
            TopArrowCurrent   = NextGridLimit.TopArrow;
            BotArrowCurrent   = NextGridLimit.BotArrow;
            LeftArrowCurrent  = NextGridLimit.LeftArrow;
            RightArrowCurrent = NextGridLimit.RightArrow;

            currentGridSize = 4;

            UpdateRayPosition(NextGridLimit);
        }
    }