/*public void MoveCubeClass() {
     *      cubeClass.active = true;
     *      allCubes [cubeClass.x, cubeClass.y].GetComponent<Renderer>().material.color = Color.white;
     *      cubeClass.Move ();
     *      allCubes [cubeClass.x, cubeClass.y].GetComponent<Renderer>().material.color = Color.yellow;
     * }
     *
     * void MoveCube() {
     *      int nextX = cubeClass.x;
     *      int nextY = cubeClass.y;
     *      if (cubeClass.targetX > cubeClass.x) {
     *              nextX++;
     *      }
     *      else if (cubeClass.targetX < cubeClass.x) {
     *              nextX--;
     *      }
     *      if (cubeClass.targetY > cubeClass.y) {
     *              nextY++;
     *      }
     *      else if (cubeClass.targetY < cubeClass.y) {
     *              nextY--;
     *      }
     *      // Set the old cube to black if it's the depot
     *      if (checkActivity) {
     *              allCubes[cubeClass.x, cubeClass.y].GetComponent<Renderer>().material.color = Color.red;
     *      }
     *      // otherwise, set the old cube to white
     *      else {
     *              allCubes[cubeClass.x, cubeClass.y].GetComponent<Renderer>().material.color = Color.white;
     *      }
     *      // Set the new cube to yellow if the airplane is still active
     *      if (cubeClass.active) {
     *              allCubes[nextX, nextY].GetComponent<Renderer>().material.color = Color.yellow;
     *      }
     *      // otherwise the airplane is deactive and red
     *      else {
     *              allCubes[nextX, nextY].GetComponent<Renderer>().material.color = Color.red;
     *      }
     *      // Update the airplane to be in the new location
     *      cubeClass.x = nextX;
     *      cubeClass.y = nextY;
     *
     * }*/


    // Use this for initialization
    void Start()
    {
        timeToAct = turnLength;

        GameObject nextCube = (GameObject)Instantiate(nextCubePrefab, new Vector3(-7, 2, 0), Quaternion.identity);

        allCubes          = new GameObject[gridWidth, gridHeight];
        cubeClass         = new CubeClass();
        cubeClass.targetX = cubeClassStartX;
        cubeClass.targetY = cubeClassStartY;

        //NextCubeColor
        nextCube.GetComponent <Renderer> ().material.color = colors [Random.Range(0, 5)];
        for (int x = 0; x < gridWidth; x++)
        {
            for (int y = 0; y < gridHeight; y++)
            {
                allCubes[x, y] = (GameObject)Instantiate(cubePrefab, new Vector3(x * 2 - 14, y * 2 - 8, 0), Quaternion.identity);
            }
        }

        //cubeClass.x = cubeClassStartX;
        //cubeClass.y = cubeClassStartY;
    }
示例#2
0
 void Start()
 {
     me = this.GetComponent <CubeClass>();
     _pp.SubscribeToAckTopic(Packet.Input, HandleAcknowledge);
 }
    /*public void MoveCubeClass() {
        cubeClass.active = true;
        allCubes [cubeClass.x, cubeClass.y].GetComponent<Renderer>().material.color = Color.white;
        cubeClass.Move ();
        allCubes [cubeClass.x, cubeClass.y].GetComponent<Renderer>().material.color = Color.yellow;
    }

    void MoveCube() {
        int nextX = cubeClass.x;
        int nextY = cubeClass.y;
        if (cubeClass.targetX > cubeClass.x) {
            nextX++;
        }
        else if (cubeClass.targetX < cubeClass.x) {
            nextX--;
        }
        if (cubeClass.targetY > cubeClass.y) {
            nextY++;
        }
        else if (cubeClass.targetY < cubeClass.y) {
            nextY--;
        }
        // Set the old cube to black if it's the depot
        if (checkActivity) {
            allCubes[cubeClass.x, cubeClass.y].GetComponent<Renderer>().material.color = Color.red;
        }
        // otherwise, set the old cube to white
        else {
            allCubes[cubeClass.x, cubeClass.y].GetComponent<Renderer>().material.color = Color.white;
        }
        // Set the new cube to yellow if the airplane is still active
        if (cubeClass.active) {
            allCubes[nextX, nextY].GetComponent<Renderer>().material.color = Color.yellow;
        }
        // otherwise the airplane is deactive and red
        else {
            allCubes[nextX, nextY].GetComponent<Renderer>().material.color = Color.red;
        }
        // Update the airplane to be in the new location
        cubeClass.x = nextX;
        cubeClass.y = nextY;

    }*/
    // Use this for initialization
    void Start()
    {
        timeToAct = turnLength;

        GameObject nextCube = (GameObject) Instantiate(nextCubePrefab, new Vector3(-7,2,0), Quaternion.identity);
        allCubes = new GameObject[gridWidth, gridHeight];
        cubeClass = new CubeClass();
        cubeClass.targetX = cubeClassStartX;
        cubeClass.targetY = cubeClassStartY;

        //NextCubeColor
        nextCube.GetComponent<Renderer> ().material.color = colors [Random.Range (0, 5)];
        for (int x = 0; x < gridWidth; x++) {
            for (int y = 0; y < gridHeight; y++) {
                allCubes[x,y] = (GameObject) Instantiate(cubePrefab, new Vector3(x*2 - 14, y*2 - 8,0), Quaternion.identity);
            }
        }

        //cubeClass.x = cubeClassStartX;
        //cubeClass.y = cubeClassStartY;
    }
示例#4
0
 public override void TrackObject(GameObject obj)
 {
     cubeClass = obj.GetComponent <CubeClass>();
 }
示例#5
0
 public void Start()
 {
     this.rigidBody = GetComponent <Rigidbody>();
     _pp.SubscribeToTopic(Packet.Input, HandleUpdate);
     me = this.GetComponent <CubeClass>();
 }