Пример #1
0
    private bool CheckNewPostion()
    {
        bool filled = false;
        for (int i = 0; i < newGroup.Length; i++)
        {
            //check if it's inside border
            if(!playfield.InsideBorder(newGroup[i].x + newOffset.x, 
                newGroup[i].y + newOffset.y))
            {
                filled = true;
                break;
            }

            //check if new position valid
            if (playfield.isBlockFilled[newGroup[i].x + newOffset.x,
                newGroup[i].y + newOffset.y])
            {//this block is already filled

                bool filledBySelf = false;
                //check if the block is filled by itself
                for (int j=0;j<oldGroup.Length;j++)
                {
                    if(oldGroup[j] + oldOffset == newGroup[i] + newOffset)
                    {
                        filledBySelf = true;
                        break;
                    }
                }

                if(!filledBySelf)//block is filled by other block, not valid postion
                {
                    filled = true;
                    break;
                }
            }
        }

        //Debug.Log("Check" + filled);

        if (filled)//not valid postion, revert
        {
            oldGroup.CopyTo(newGroup, 0);
            newOffset = oldOffset;
        }

        return !filled;
    }
Пример #2
0
    private int IsValidGridPos()
    {
        bool outsideBorder = false;

        foreach (Transform child in transform)
        {
            Vector2 v = Playfield.RoundVec2(child.position);
            child.position = v;

            // Not inside border?
            if (!outsideBorder)
            {
                outsideBorder = !Playfield.InsideBorder(v);
            }

            // Y is out of bounds
            if (v.y < 0)
            {
                return(0);
            }
            if (outsideBorder)
            {
                // If outside the left border sets the x component to the width
                if (v.x < 0)
                {
                    v.x = Playfield.w + v.x; // putting it on the right side
                }
                else if (v.x >= Playfield.w)
                {
                    v.x = v.x - Playfield.w; // putting it on the left side
                }
            }

            // Block in grid cell (and not part of same group)?
            if (Playfield.grid[(int)v.x, (int)v.y] != null &&
                Playfield.grid[(int)v.x, (int)v.y].parent != transform)
            {
                return(0);
            }
        }
        if (outsideBorder)
        {
            return(2);
        }
        return(1);
    }
Пример #3
0
    bool isValidGridPos()
    {
        foreach (Transform child in transform)
        {
            Vector2 v = Playfield.roundVec2(child.position);

            if (!Playfield.InsideBorder(v))
            {
                return(false);
            }

            if (Playfield.grid[(int)v.x, (int)v.y] != null && Playfield.grid[(int)v.x, (int)v.y].parent != transform)
            {
                return(false);
            }
        }
        return(true);
    }
Пример #4
0
    //See if the position is valid
    bool IsValidGridPos()
    {
        foreach (Transform child in transform)
        {
            Vector2 v = Playfield.RoundVec2(child.position);

            // Not inside Border?
            if (!Playfield.InsideBorder(v))
            {
                return(false);
            }

            // Block in grid cell (and not part of same group)?
            if (Playfield.grid[(int)v.x, (int)v.y] != null && Playfield.grid[(int)v.x, (int)v.y].parent != transform)
            {
                return(false);
            }
        }
        return(true);
    }
Пример #5
0
    public static bool IsValidGridPos(this GameObject go)
    {
        foreach (Transform child in go.transform)
        {
            var v = Playfield.RoundVec2(child.position);

            // Not inside Border?
            if (!Playfield.InsideBorder(v))
            {
                return(false);
            }

            // Block in grid cell (and not part of same go)?
            if (Grid[(int)v.x, (int)v.y] != null &&
                Grid[(int)v.x, (int)v.y].parent != go.transform)
            {
                return(false);
            }
        }

        return(true);
    }