Пример #1
0
        protected void Update()
        {
            if (Input.GetMouseButtonDown(0) && holdPiece == null)
            {
                Debug.Log("a");
                Grid mouseGrid = new Grid(Input.mousePosition);

                if (mouseGrid.row >= 0 && mouseGrid.row < Board.Size.row &&
                    mouseGrid.col >= 0 && mouseGrid.col < Board.Size.col)
                {
                    if (pieces[mouseGrid.row, mouseGrid.col] != null)
                    {
                        holdPiece = new HoldPiece();

                        holdPiece.grid = mouseGrid;
                    }
                }
            }

            if (Input.GetMouseButton(0) && holdPiece != null)
            {
                Debug.Log("b");
                pieces[holdPiece.grid.row, holdPiece.grid.col].position = Input.mousePosition + new Vector3(-Board.gridSize / 2f, Board.gridSize / 2f);

                holdPiece.index = pieces[holdPiece.grid.row, holdPiece.grid.col].rectTransform.GetSiblingIndex();
                pieces[holdPiece.grid.row, holdPiece.grid.col].rectTransform.SetAsLastSibling();
            }

            if (Input.GetMouseButtonUp(0) && holdPiece != null)
            {
                Debug.Log("c");
                Grid mouseGrid = new Grid(Input.mousePosition);
                pieces[holdPiece.grid.row, holdPiece.grid.col].grid = mouseGrid;
                pieces[holdPiece.grid.row, holdPiece.grid.col].rectTransform.SetSiblingIndex(holdPiece.index);

                if (holdPiece.grid != mouseGrid)
                {
                    pieces[mouseGrid.row, mouseGrid.col] = pieces[holdPiece.grid.row, holdPiece.grid.col];
                    pieces[holdPiece.grid.row, holdPiece.grid.col] = null;
                }

                holdPiece = null;
            }
        }
Пример #2
0
    // public SteamVR_Input_Sources leftHand;
    // public SteamVR_Input_Sources rightHand;

    // public SteamVR_Action_Boolean leftAction;
    // public SteamVR_Action_Boolean downAction;
    // public SteamVR_Action_Boolean backwardAction;
    // public SteamVR_Action_Boolean rightAction;
    // public SteamVR_Action_Boolean forwardAction;
    // public SteamVR_Action_Boolean holdAction;
    // public SteamVR_Action_Boolean rotateX;
    // public SteamVR_Action_Boolean rotateY;
    // public SteamVR_Action_Boolean rotateZ;
    // public SteamVR_Action_Boolean rotateXNeg;
    // public SteamVR_Action_Boolean rotateYNeg;
    // public SteamVR_Action_Boolean rotateZNeg;
    // public SteamVR_Action_Vector2 trackpadLeftPosition;
    // public SteamVR_Action_Vector2 trackpadRightPosition;


    // public SteamVR_Action_Boolean leftActionJoy;
    // //public SteamVR_Action_Boolean downActionJoy;
    // public SteamVR_Action_Boolean backwardActionJoy;
    // public SteamVR_Action_Boolean rightActionJoy;
    // public SteamVR_Action_Boolean forwardActionJoy;

    // public SteamVR_Action_Boolean rotateXJoy;
    // public SteamVR_Action_Boolean rotateZJoy;
    // public SteamVR_Action_Boolean rotateZNegJoy;
    // public SteamVR_Action_Boolean rotateXNegJoy;
    // public SteamVR_Action_Vector2 leftJoyPosition;
    // public SteamVR_Action_Vector2 rightJoyPosition;


    // Use this for initialization
    void Start()
    {
        wallOff       = 4;
        hasHeldBool   = false;
        yOffset       = 5;
        randomScript  = this.gameObject.GetComponent <RandomPiece>();
        holdScript    = this.gameObject.GetComponent <HoldPiece>();
        currentSpeed  = 2.5f;
        currentScore  = 0;
        currentPieces = 0;
        allPieces     = new HashSet <PieceObject>();
        sizeDim       = 7;
        actualField   = new PieceObject[sizeDim, sizeDim + yOffset, sizeDim];
        boolField     = new bool[sizeDim, sizeDim + yOffset, sizeDim];
        shouldSpawn   = true;
        spawnTop      = new Vector3((int)Mathf.Floor(sizeDim / 2), sizeDim - 2 + yOffset, (int)Mathf.Floor(sizeDim / 2));
        setBoolFieldToAllFalse();

        InvokeRepeating("decreaseCurrentSpeed", 0f, currentDecrementRate);
        Invoke("timedDownMovement", currentSpeed);
    }