private void FindOtherHexagons(out Vector2 first, out Vector2 second) { Hexagon.NeighbourHexes neighbours = selectedHexagon.GetNeighbours(); bool breakLoop = false; do { switch (selectionStatus) { case 0: first = neighbours.up; second = neighbours.upRight; break; case 1: first = neighbours.upRight; second = neighbours.downRight; break; case 2: first = neighbours.downRight; second = neighbours.down; break; case 3: first = neighbours.down; second = neighbours.downLeft; break; case 4: first = neighbours.downLeft; second = neighbours.upLeft; break; case 5: first = neighbours.upLeft; second = neighbours.up; break; default: first = Vector2.zero; second = Vector2.zero; break; } if (first.x < 0 || first.x >= gridWidth || first.y < 0 || first.y >= gridHeight || second.x < 0 || second.x >= gridWidth || second.y < 0 || second.y >= gridHeight) { selectionStatus = (++selectionStatus) % STATUS_COUNT; } else { breakLoop = true; } } while (!breakLoop); }
/* Helper function for FindHexagonGroup() to locate neighbours of selected hexagon */ private void FindOtherHexagons(out Vector2 first, out Vector2 second) { Hexagon.NeighbourHexes neighbours = selectedHexagon.GetNeighbours(); bool breakLoop = false; /* Picking correct neighbour according to selection position */ do { switch (selectionStatus) { case 0: first = neighbours.up; second = neighbours.upRight; break; case 1: first = neighbours.upRight; second = neighbours.downRight; break; case 2: first = neighbours.downRight; second = neighbours.down; break; case 3: first = neighbours.down; second = neighbours.downLeft; break; case 4: first = neighbours.downLeft; second = neighbours.upLeft; break; case 5: first = neighbours.upLeft; second = neighbours.up; break; default: first = Vector2.zero; second = Vector2.zero; break; } /* Loop until two neighbours with valid positions are found */ if (first.x < ZERO || first.x >= gridWidth || first.y < ZERO || first.y >= gridHeight || second.x < ZERO || second.x >= gridWidth || second.y < ZERO || second.y >= gridHeight) { selectionStatus = (++selectionStatus) % SELECTION_STATUS_COUNT; } else { breakLoop = true; } } while (!breakLoop); }