示例#1
0
            public static void GenerateRandomBallGrid(BallGrid ballGrid)
            {
                for (int z = ballGrid.zMax; z >= ballGrid.zMin; z--)
                {
                    Transform wallTF  = ballGrid.GetOrCreateLayer(z);
                    int       yBottom = ballGrid.yMin;
                    int       yTop    = ballGrid.yMax;
                    for (int y = yBottom; y <= yTop; y++)
                    {
                        Transform rowTF  = ballGrid.GetOrCreateRow(z, y, wallTF);
                        int       xLeft  = ballGrid.xMin;
                        int       xRight = ballGrid.xMax;

                        if (Utils.IsOdd(ballGrid.xSize))
                        {
                            if ((ballGrid.xSize + 1) % 4 == 0)
                            {
                                if ((Utils.IsEven(z) && Utils.IsEven(y)) || (Utils.IsOdd(z) && Utils.IsOdd(y)))
                                {
                                    xLeft++;
                                }
                            }
                            else
                            {
                                if ((Utils.IsEven(z) && Utils.IsOdd(y)) || (Utils.IsEven(y) && Utils.IsOdd(z)))
                                {
                                    xRight--;
                                }
                            }
                        }

                        for (int x = xLeft; x <= xRight; x++)
                        {
                            Transform colTF    = ballGrid.GetOrCreateColumn(x, rowTF);
                            GridBall  gridBall = BallGridEditor.GenerateGridBall(colTF);
                            gridBall.RefreshGridCoords();
                        }
                    }
                }
            }
示例#2
0
            public GridBall SnapTo(BallGrid ballGrid, GridBallSensorNode sensorNode)
            {
                this._state = State.Snapping;
                this.StopCoroutine("CountdownToRecycle");
                this.ballCollider.enabled          = false;
                this.ballRigidBody.velocity        = Vector3.zero;
                this.ballRigidBody.angularVelocity = Vector3.zero;

                // instantiate a grid ball in the correct spot and recycle this ball
                GridBall gridBall = sensorNode.GetComponentInParent <GridBall>();

                Vector3i direction = new Vector3i(
                    Mathf.RoundToInt(Utils.RoundAwayFromZero(sensorNode.transform.localPosition.x)),
                    Mathf.RoundToInt(Utils.RoundAwayFromZero(sensorNode.transform.localPosition.y)),
                    Mathf.RoundToInt(Utils.RoundAwayFromZero(sensorNode.transform.localPosition.z))
                    );

                Vector3i newPos = BallGrid.GetNeighborCoords(new Vector3i(gridBall.gridCoords), direction);

                Transform wallTF      = ballGrid.GetOrCreateLayer(Mathf.RoundToInt(newPos.z));
                Transform rowTF       = ballGrid.GetOrCreateRow(Mathf.RoundToInt(newPos.z), Mathf.RoundToInt(newPos.y), wallTF);
                Transform colTF       = ballGrid.GetOrCreateColumn(Mathf.RoundToInt(newPos.x), rowTF);
                GridBall  newGridBall = colTF.GetComponentInChildren <GridBall>();

                if (newGridBall == null)
                {
                    newGridBall = GridBall.Generate(colTF, wasBallShot: true);
                    newGridBall.RefreshGridCoords();
                }
                else
                {
                    Debug.LogWarningFormat("grid ball already exists at zyx {0}", newPos.ToString());
                }
                newGridBall.SetColor(this.ballColor);

                this.Recycle();

                return(newGridBall);
            }